#version 450
#extension GL_ARB_separate_shader_objects : enable
#include "text.glsl"
// @[semantic("POSITION")]
layout(location = 0) in vec3 pos;
// @[semantic("TEXCOORD")]
layout(location = 1) in vec2 in_uv;
// @[semantic("COLOR")]
layout(location = 2) in vec4 in_color;
layout(location = 0) out vec2 uv;
layout(location = 1) out vec4 color;
void main() {
uv = in_uv;
color = in_color;
gl_Position = per_view_data.view_proj * vec4(pos.x, pos.y, pos.z, 1.0);
}