#version 450
#include "common.glsl"

layout(location = 0) in vec3 input_position;
layout(location = 1) in vec2 input_uv;

layout(location = 0) out vec2 vertex_uv;

layout(push_constant) uniform Model {
    mat4 transformation;
} model;

void main() {
    gl_Position = camera.projection * camera.view * model.transformation * vec4(input_position, 1.0);
    vertex_uv = input_uv;
}