#version 450
#extension GL_ARB_separate_shader_objects : enable
#include "debug.glsl"
// @[semantic("POSITION")]
layout(location = 0) in vec3 in_pos;
// @[semantic("COLOR")]
layout(location = 1) in vec4 in_color;
layout(location = 0) out vec4 out_color;
void main() {
out_color = in_color;
gl_Position = uniform_buffer.mvp * vec4(in_pos, 1.0);
}