#version 450

layout(location=0) in vec3 position;
layout(location=1) in vec3 color;

layout(binding=0) uniform Matrices
{
  mat4 viewProjection;
};

layout(location=0) out vec3 outColor;

void main(void) {
  outColor = color;
  gl_Position = viewProjection * vec4(position, 1.0);
}
