SPIRV-Cross/shaders/vert/ubo.vert

17 строки
202 B
GLSL

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