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

18 lines
276 B
GLSL
Raw Normal View History

2016-03-02 17:09:16 +00:00
#version 310 es
layout(binding = 0, std140) uniform UBO
2016-03-02 17:09:16 +00:00
{
mat4 uMVP;
} _16;
layout(location = 0) in vec4 aVertex;
layout(location = 0) out vec3 vNormal;
layout(location = 1) in vec3 aNormal;
2016-03-02 17:09:16 +00:00
void main()
{
gl_Position = _16.uMVP * aVertex;
2016-03-02 17:09:16 +00:00
vNormal = aNormal;
}