1#version 310 es
2
3layout(std140) uniform UBO
4{
5 mat4 uMVP;
6};
7
8layout(location = 0) in vec4 aVertex;
9layout(location = 1) in vec3 aNormal;
10layout(location = 0) out vec3 vNormal;
11
12void main()
13{
14 gl_Position = uMVP * aVertex;
15 vNormal = aNormal;
16}
17