// shader.vert
#version 450
layout(location=0) in vec3 a_position;
layout(location=1) in vec2 a_tex_translation;
layout(location=0) out vec2 v_tex_translation;
layout(set=1, binding=0)
uniform Uniforms {
mat4 model_trans;
mat4 camera_view;
};
void main() {
v_tex_translation = a_tex_translation;
gl_Position = camera_view * (model_trans * vec4(a_position, 1.0));
}