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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};
layout(location = 0) in vec4 aVertex;
layout(location = 1) in vec3 aNormal;
layout(location = 0) out vec3 vNormal;
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void main()
{
gl_Position = uMVP * aVertex;
vNormal = aNormal;
}