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#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(location = 0) in vec3 in_position;

layout(set = 0, binding = 0) uniform global_object_uniform {
  mat4 projection;
  mat4 view;
}
global_ubo;

layout(push_constant) uniform push_constants {
  mat4 model;  // 64 bytes
}
u_push_constants;

void main() {
  gl_Position =
      global_ubo.projection * global_ubo.view * u_push_constants.model * vec4(in_position, 1.0);
}