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#version 450

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

// vertex
// layout(location = 0) in vec4 inColor;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNorm;
layout(location = 2) in vec2 inUV;

// instance
layout(location = 3) in mat4 instPosRotScale;

// output
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec3 fragTexCoord;

void main() {
	gl_Position =
		ubo.proj *
		ubo.view *
		ubo.model *
		instPosRotScale *
		vec4(inPosition, 1.0);
	fragColor = vec4(0.0, 0.0, 0.0, 0.0);
	fragTexCoord = vec3(inUV, 0);
}