18 lines
200 B
GLSL

#version 310 es
layout(std140) uniform UBO
{
mat4 uMVP;
} _16;
in vec4 aVertex;
out vec3 vNormal;
in vec3 aNormal;
void main()
{
gl_Position = _16.uMVP * aVertex;
vNormal = aNormal;
}