#version 310 es uniform vec4 UBO[4]; layout(location = 0) in vec4 aVertex; layout(location = 0) out vec3 vNormal; layout(location = 1) in vec3 aNormal; void main() { gl_Position = mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex; vNormal = aNormal; }