SPIRV-Cross/reference/opt/shaders/flatten/multiindex.flatten.vert

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GLSL
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2017-11-22 11:08:06 +00:00
#version 310 es
uniform vec4 UBO[15];
layout(location = 0) in ivec2 aIndex;
void main()
{
gl_Position = UBO[aIndex.x * 5 + aIndex.y * 1 + 0];
}