#version 460 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 0) out vec3 outFragPos;
layout(location = 1) out vec3 outNormal;
layout(push_constant) uniform PushConstants {
mat4 mvp;
} pushConstants;
void main() {
gl_Position = pushConstants.mvp * vec4(inPosition, 1.0);
outFragPos = inPosition;
outNormal = inNormal;
}