c51e5b7911
This will be necessary to support transform feedback, as well as tessellation shaders.
18 lines
263 B
GLSL
18 lines
263 B
GLSL
#version 310 es
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layout(std140) uniform UBO
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{
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uniform mat4 uMVP;
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};
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layout(location = 0) in vec4 aVertex;
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layout(location = 1) in vec3 aNormal;
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layout(location = 0) out vec3 vNormal;
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void main()
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{
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gl_Position = uMVP * aVertex;
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vNormal = aNormal;
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}
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