#version 450 out gl_PerVertex { vec4 gl_Position; }; layout(binding = 0, std140) uniform UBO { mat4 uMVP; } _16; layout(location = 0) in vec4 aVertex; layout(location = 0) out vec3 vNormal; layout(location = 1) in vec3 aNormal; void main() { gl_Position = _16.uMVP * aVertex; vNormal = aNormal; }