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Changed the OpenGL part and the GLSL shaders to use UBO and
[demo]
/
gl_shaders
/
sky.v.glsl
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#version 450
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#define SKY_MATRIX_UNIFORMS 2
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layout(std140, binding = SKY_MATRIX_UNIFORMS) uniform svu {
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mat4 mviewproj;
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} s;
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layout(location = 1) in vec3 attr_pos;
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layout(location = 2) in vec3 attr_normal;
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out vec3 normal;
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void main()
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{
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gl_Position = s.mviewproj * vec4(attr_pos, 1.0);
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normal = attr_normal;
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}