3 #define SKY_MATRIX_UNIFORMS 2
5 layout(std140, binding = SKY_MATRIX_UNIFORMS) uniform svu {
10 layout(location = 1) in vec3 attr_pos;
11 layout(location = 2) in vec3 attr_normal;
13 layout(location = 0) out vec3 normal;
17 gl_Position = s.mviewproj * vec4(attr_pos, 1.0);