SPIRV-Cross/reference/shaders/flatten/basic.flatten.vert

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