#version 450
// Vertex attributes
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
} ubo;
layout (location = 0) out vec2 outUV;
void main()
outUV = inUV * 32.0;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
}