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GLSL
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2016-02-16 20:24:00 +01:00
#version 310 es
layout(location = 0) in vec4 Position;
layout(location = 1) in vec4 Color;
layout(location = 0) out vec4 vColor;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
};
void main()
{
gl_Position = MVP * Position;
vColor = Color;
}