#version 430 core
layout (local_size_x = 1) in;
struct Vertex {
vec3 pos;
vec3 norm;
vec2 uv;
};
layout(std430, binding=0) readonly buffer Input {
Vertex vertices_in[];
};
layout(std430, binding=1) writeonly buffer Output {
Vertex vertices_out[];
};
void main(){
vertices_out[gl_GlobalInvocationID.x] = vertices_in[gl_GlobalInvocationID.x];
}