#version 450
layout(set = 1, binding = 0) uniform ModelMatrix {
mat4 input_matrix;
};
layout(location = 0) in vec3 input_position;
layout(location = 1) in vec2 input_uv;
layout(location = 2) in vec3 input_normal;
layout(location = 3) in uvec2 input_boundary_range;
layout(location = 0) out vec3 output_position;
layout(location = 1) out vec2 output_uv;
layout(location = 2) out vec3 output_normal;
layout(location = 3) out uvec2 output_boundary_range;
layout(location = 4) out mat4 output_matrix;
void main() {
output_position = input_position;
output_uv = input_uv;
output_normal = input_normal;
output_boundary_range = input_boundary_range;
output_matrix = input_matrix;
gl_Position = vec4(input_position.xy, 0.0, 1.0);
}