SPIRV-Cross/reference/opt/shaders/flatten/basic.flatten.vert
2017-11-23 09:50:11 +01:00

14 lines
260 B
GLSL

#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;
}