#version 450

layout(location = 0) in vec3 inPos;
layout(location = 1) in vec2 inTextCoords;

layout(location = 0) out vec2 outTextCoords;


layout(set = 0, binding = 0) uniform ProjUniform{
    mat4 matrix;
} projUniform;

layout(set = 1, binding = 0) uniform ViewUniform{
    mat4 matrix;
} viewUniform;

layout(push_constant) uniform pc{
    mat4 modelMatrix;
} push_constants;

void main()
{
    gl_Position = projUniform.matrix * viewUniform.matrix * push_constants.modelMatrix * vec4(inPos,1);
    outTextCoords = inTextCoords;
}