SPIRV-Cross/shaders-msl/desktop-only/vert/basic.desktop.sso.vert

21 lines
294 B
GLSL

#version 450
out gl_PerVertex
{
vec4 gl_Position;
};
layout(std140) uniform UBO
{
mat4 uMVP;
};
layout(location = 0) in vec4 aVertex;
layout(location = 1) in vec3 aNormal;
layout(location = 0) out vec3 vNormal;
void main()
{
gl_Position = uMVP * aVertex;
vNormal = aNormal;
}