#version 450

layout (set = 0, binding = 0) uniform CameraBuffer {
    mat4 mat;
} cam;

layout (location = 0) in vec4 a_pos;
layout (location = 1) in vec3 a_color;

layout (location = 0) out vec3 v_color;

void main() {
    gl_Position = a_pos * cam.mat;
    v_color = a_color;
}
