#version 450
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUV;

layout(std140, binding = 0) uniform Globals {
    mat4  uVP;
    vec3  uOffset;
    float uLayer;
};

layout(location = 0) out vec2 vUV;

void main() {
    vUV = aUV;
    gl_Position = uVP * vec4(aPos + uOffset, 1.0);
}
