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#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;

layout (binding = 0) uniform UBO
{
	mat4 projection;
	mat4 model;
	mat4 view;
	vec3 camPos;
} ubo;

layout (location = 0) out vec3 outUVW;

out gl_PerVertex
{
	vec4 gl_Position;
};

void main()
{
	outUVW = inPos;
	gl_Position = ubo.projection *  ubo.model * vec4(inPos.xyz, 1.0);
}