#include "mesh_shared.slang"

struct VertexInput
{
	float3 position: POSITION;
	float2 uv: TEXCOORD0;
};

[[vk::binding(0)]]
cbuffer CameraInfo
{
	float4x4 projection;
};

[shader("vertex")]
VertexOutput main(
	VertexInput input,
	uniform PushConstants constants,
)
{
	VertexOutput output;
	output.position = mul(projection, mul(constants.modelMatrix, float4(input.position,1)));
	output.uv = input.uv;
	return output;
}
