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#version 450
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inNormal;
layout (location = 0) out vec3 color;
layout (location = 1) out vec2 uv;
layout (location = 2) out vec3 normal;
layout (set = 0, binding = 0) uniform UniformBufferObject {
mat4 view;
mat4 projection;
vec2 viewport;
} camera;
void main() {
gl_Position = camera.projection * camera.view * vec4(inPosition, 1.0);
color = inColor;
normal = inNormal;
uv = inUV;
}