SPIRV-Cross/shaders-hlsl/vert/basic.vert
2017-01-26 10:00:24 +01:00

16 lines
198 B
GLSL

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