#version 450

layout(location = 0) in vec3 Vertex_Position;

layout(set = 0, binding = 0) uniform Camera {
    mat4 ViewProj;
};

layout(set = 1, binding = 0) uniform Transform {
    mat4 Model;
};

void main() {
    vec3 v_Position = (Model * vec4(Vertex_Position, 1.0)).xyz;
    gl_Position = ViewProj * vec4(v_Position, 1.0);
}