#version 450
layout(location = 0) in vec3 position;
layout(set = 0, binding = 0) uniform Camera {
mat4 camera_matrix;
mat4 camera_projection;
};
layout(set = 1, binding = 0) uniform ModelMatrix {
mat4 matrix;
};
void main() {
vec4 world_position = matrix * vec4(position, 1.0);
gl_Position = camera_projection * world_position;
gl_Position.z -= 1.0e-6;
}