#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];
}