#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(location = 0) in vec3 inVertex;
layout(location = 1) in vec2 inTexCoord;

layout(push_constant) uniform PushConstant
{
    mat4 mvpMatrix;
} pc;

layout(set = 1, binding = 0) uniform UniformBufferObject
{
    vec4 color;
} ubo;

layout(location = 0) out vec2 texCoord;
layout(location = 1) out vec4 color;
layout(location = 2) out float aTreshold;

out gl_PerVertex {
    vec4 gl_Position;
};

void main() {
    gl_Position = pc.mvpMatrix * vec4(inVertex, 1.0);
    texCoord = inTexCoord;
    color = ubo.color;
    aTreshold = 0.0;
}
