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

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#version 310 es
layout(std140) uniform UBO
{
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mat4 uMVP;
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};
in vec4 aVertex;
in vec3 aNormal;
out vec3 vNormal;
void main()
{
gl_Position = uMVP * aVertex;
vNormal = aNormal;
}