SPIRV-Cross/reference/opt/shaders/asm/vert/extract-transposed-matrix-from-struct.asm.vert

24 lines
576 B
GLSL
Raw Normal View History

#version 450
struct InstanceData
{
mat4 MATRIX_MVP;
vec4 Color;
};
layout(binding = 0, std430) readonly buffer gInstanceData
{
layout(row_major) InstanceData _data[];
} gInstanceData_1;
layout(location = 0) in vec3 PosL;
uniform int SPIRV_Cross_BaseInstance;
layout(location = 0) out vec4 _entryPointOutput_Color;
void main()
{
gl_Position = gInstanceData_1._data[uint((gl_InstanceID + SPIRV_Cross_BaseInstance))].MATRIX_MVP * vec4(PosL, 1.0);
_entryPointOutput_Color = gInstanceData_1._data[uint((gl_InstanceID + SPIRV_Cross_BaseInstance))].Color;
}