#version 310 es layout(std140) uniform UBO { uniform mat4 uMVP; }; layout(location = 0) in vec4 aVertex; layout(location = 1) in vec3 aNormal; layout(location = 0) out vec3 vNormal; void set_output() { gl_Position = uMVP * aVertex; vNormal = aNormal; } void main() { set_output(); }