SPIRV-Cross/shaders-msl/vert/ubo.vert

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#version 310 es
layout(binding = 0, std140) uniform UBO
{
mat4 mvp;
};
layout(location = 0) in vec4 aVertex;
layout(location = 1) in vec3 aNormal;
layout(location = 0) out vec3 vNormal;
void main()
{
gl_Position = mvp * aVertex;
vNormal = aNormal;
}