18 lines
276 B
GLSL

#version 310 es
layout(binding = 0, std140) uniform UBO
{
mat4 uMVP;
} _16;
layout(location = 0) in vec4 aVertex;
layout(location = 0) out vec3 vNormal;
layout(location = 1) in vec3 aNormal;
void main()
{
gl_Position = _16.uMVP * aVertex;
vNormal = aNormal;
}