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#version 450

layout(binding = 0) uniform UniformBufferObject {
  mat4 model;
  mat4 view;
  mat4 proj;
}
ubo;

layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoords;

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);
  fragColor = abs(inNormal);
  fragTexCoord = inTexCoords;
}