#version 450
layout(set = 0, binding = 0) uniform Global {
mat4 ortho;
} global;
layout(set = 1, binding = 0) uniform Local {
mat4 transform;
} local;
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 uv;
layout(location = 0) out vec2 f_uv;
void main() {
f_uv = uv;
gl_Position = global.ortho * local.transform * position;
}