#version 310 es layout(location = 0) in vec3 a_position; layout(location = 0) out vec3 v_reflect; layout(std140, binding = 0) uniform vs_ub { mat4 u_cameraRot; }; void main(void) { vec4 reflect = u_cameraRot * vec4(a_position, 1.0); v_reflect = reflect.xyz; gl_Position = vec4(a_position.xy, 1.0 , 1.0); }