14 lines
260 B
GLSL
14 lines
260 B
GLSL
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#version 310 es
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uniform vec4 UBO[4];
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layout(location = 0) in vec4 aVertex;
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layout(location = 0) out vec3 vNormal;
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layout(location = 1) in vec3 aNormal;
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void main()
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{
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gl_Position = mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex;
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vNormal = aNormal;
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}
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