1#version 310 es
2
3layout(binding = 0, std140) uniform UBO
4{
5 mat4 mvp;
6} _16;
7
8layout(location = 0) in vec4 aVertex;
9layout(location = 0) out vec3 vNormal;
10layout(location = 1) in vec3 aNormal;
11
12void main()
13{
14 gl_Position = _16.mvp * aVertex;
15 vNormal = aNormal;
16}
17
18