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#version 450

layout(binding = 0) uniform uniform_buffer {
    mat4 model;
    mat4 view;
    mat4 proj;
} ubo;

layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec3 inColor;

layout(location = 0) out vec3 fragColor;

void main() {
    gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0);
    fragColor = inColor;
}