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

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#version 310 es
layout(binding = 0, std140) uniform UBO
{
mat4 mvp;
vec2 targSize;
vec3 color; // vec3 following vec2 should cause MSL to add pad if float3 is packed
float opacity; // Single float following vec3 should cause MSL float3 to pack
};
in vec4 aVertex;
in vec3 aNormal;
out vec3 vNormal;
out vec3 vColor;
out vec2 vSize;
void main()
{
gl_Position = mvp * aVertex;
vNormal = aNormal;
vColor = color * opacity;
vSize = targSize * opacity;
}