#version 320 es /* Copyright (c) 2019-2025, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout(location = 0) in vec3 position; layout(location = 1) in vec2 texcoord_0; layout(location = 2) in vec3 normal; layout(set = 0, binding = 1) uniform MVPUniform { mat4 model; mat4 view_proj; } mvp_uniform; layout (location = 0) out vec4 o_pos; layout (location = 1) out vec2 o_uv; layout (location = 2) out vec3 o_normal; void main(void) { o_pos = mvp_uniform.model * vec4(position, 1.0); o_uv = texcoord_0; o_normal = mat3(mvp_uniform.model) * normal; gl_Position = mvp_uniform.view_proj * o_pos; }