// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #version 440 layout (location = 0) in vec3 attr_pos; layout (location = 0) out vec3 localPos; layout(std140, binding = 0) uniform buf { mat4 projection; mat4 view; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { localPos = attr_pos; gl_Position = ubuf.projection * ubuf.view * vec4(localPos, 1.0); }