18 lines
213 B
GLSL
18 lines
213 B
GLSL
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#version 310 es
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layout(binding = 0, std140) uniform UBO
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{
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mat4 mvp;
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} _16;
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in vec4 aVertex;
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out vec3 vNormal;
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in vec3 aNormal;
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void main()
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{
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gl_Position = (_16.mvp * aVertex);
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vNormal = aNormal;
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}
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