#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 uv;
layout (binding = 0) uniform UBO {
mat4 mvp;
} ubo;
layout (location = 0) out vec2 out_uv;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
out_uv = uv;
gl_Position = ubo.mvp * vec4(pos, 1.0);
}