#version 450

layout(set = 0, binding = 0, std140) uniform UBO
{
    layout(offset = 16) mat4 m;
    layout(offset = 0) vec4 v;
} _13;

layout(location = 0) out vec4 FragColor;
layout(location = 0) in vec4 vColor;

void main()
{
    FragColor = (_13.m * vColor) + _13.v;
}

