#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec3 Vertex_Normal;
layout(location = 2) in vec2 Vertex_Uv;
layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
};
layout(set = 2, binding = 0) uniform Transform {
mat4 Model;
};
void main() {
vec3 position = Vertex_Position;
gl_Position = ViewProj * Model * vec4(position, 1.0);
}