SPIRV-Cross/reference/shaders/flatten/array.flatten.vert

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GLSL
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2017-01-16 22:19:49 +00:00
#version 310 es
uniform vec4 UBO[14];
in vec4 aVertex;
void main()
{
gl_Position = (mat4(UBO[0],UBO[1],UBO[2],UBO[3]) * aVertex) + UBO[13];
}