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// 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);
}
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