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#version 450
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 0) uniform mvp {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(push_constant) uniform mesh_data {
mat4 transform;
} mesh;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * mesh.transform * ubo.model * vec4(in_position, 1.0);
frag_color = gl_Position;
}
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