#version 450
layout (location = 0) in vec2 position;
layout (location = 1) in vec2 tex_position;
layout (location = 1) out vec2 tex_coords;
layout (set = 0, binding = 0) uniform Object {
mat4 model;
mat4 view;
mat4 proj;
} object;
void main() {
tex_coords = tex_position;
gl_Position = object.proj * object.view * object.model * vec4(position, 0.0, 1.0);
}