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ForwardPlusRenderer / shaders / EarlyZ.vert
#version 450
layout(location = 0) in vec3 pos;

layout(binding = 0) uniform CameraUBO
{
  mat4 projection;
  mat4 view;
  vec3 position;
} camera_UBO;

layout(set = 1, binding = 0) uniform ModelUBO
{
  mat4 model;
} model_UBO;

void main()
{
  gl_Position = camera_UBO.projection * camera_UBO.view * model_UBO.model * vec4(pos, 1.0);
}