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#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(binding = 0) uniform UniformBufferObject {
	mat4 modelViewProj;
} ubo;

layout(location = 0) in float height;
layout(location = 1) in vec2 xyPos;

layout(location = 0) out vec3 fragColor;

void main() {
    gl_Position = ubo.modelViewProj * vec4(xyPos.xy, height, 1.0f);
    fragColor = vec3(0.0f, (height + 0.5f), 0.0f);
}
