layout (location = 0) in vec3 a_position;
layout (location = 1) in vec3 a_normal;
layout (location = 2) in vec3 a_tangent;
layout (location = 3) in vec2 a_uv;

layout (location = 0) out vec2 v_uv;

layout (set = 0, binding = 0) uniform Uniforms {
    mat4 g_projection_from_model;
    mat4 g_camera_from_model;
};

void main() {
    gl_Position = vec4(a_position.x, a_position.y, 0, 1);
    v_uv = a_uv;
}