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