//
// Copyright (c) 2017-2022 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// THE SOFTWARE.
//

#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(push_constant) uniform UniformBufferObject
{
    mat4 ModelViewProj;
} ubo;

layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;

layout(location = 0) out vec3 outColor;
layout(location = 1) out vec2 outTexCoord;

void main() {
    gl_Position = ubo.ModelViewProj * vec4(inPosition, 1.0);
    outColor = inColor;
    outTexCoord = inTexCoord;
}
