SPIRV-Cross/reference/shaders/desktop-only/vert/basic.desktop.sso.vert

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#version 450
out gl_PerVertex
{
vec4 gl_Position;
};
layout(binding = 0, std140) uniform UBO
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{
mat4 uMVP;
} _16;
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 = _16.uMVP * aVertex;
vNormal = aNormal;
}