now we have UBOs/GLSL450 we can use the same shaders for every backend
[demo] / shaders / debug.v.glsl
1 #version 450
2
3 uniform mat4 mmviewproj;
4
5 layout(location = 1) in vec3 attr_pos;
6
7 void main()
8 {
9         gl_Position = mmviewproj * vec4(attr_pos, 1.0);
10 }