#version 450
layout (location = 0) in vec4 inPos;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outColor;
void main()
outColor = inColor;
gl_Position = ubo.projection * ubo.model * inPos;
}