#version 450
layout(binding = 0) uniform Ubo {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 color;
layout(location = 0) out vec3 fragColor;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(pos, 1.0);
fragColor = color;
}