24 lines
488 B
GLSL
24 lines
488 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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vec2 targSize;
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vec3 color; // vec3 following vec2 should cause MSL to add pad if float3 is packed
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float opacity; // Single float following vec3 should cause MSL float3 to pack
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};
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in vec4 aVertex;
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in vec3 aNormal;
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out vec3 vNormal;
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out vec3 vColor;
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out vec2 vSize;
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void main()
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{
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gl_Position = mvp * aVertex;
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vNormal = aNormal;
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vColor = color * opacity;
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vSize = targSize * opacity;
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}
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