#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#include "tile_layer.glsl"
// @[semantic("POSITION")]
layout (location = 0) in vec4 pos;
// @[semantic("TEXCOORD")]
layout (location = 1) in vec2 uv;
layout (location = 0) out vec2 o_uv;
void main() {
o_uv = uv;
gl_Position = uniform_buffer.mvp * pos;
}