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#version 450

layout(binding = 0) uniform UniformBufferObject {
  mat4 model;
  mat4 view;
  mat4 proj;
  vec2 resolution;
  float time;
  float dt;
} ubo;

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

layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;

void main() {
  gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
  //gl_Position = vec4(inPosition * 2, 1.0);
  gl_PointSize = 1.5f;

  fragColor = inColor;
  fragTexCoord = inTexCoord;
}