SPIRV-Cross/reference/opt/shaders/flatten/matrix-conversion.flatten.frag

15 lines
307 B
GLSL
Raw Normal View History

#version 310 es
precision mediump float;
precision highp int;
uniform vec4 UBO[4];
layout(location = 0) out vec3 FragColor;
layout(location = 0) flat in vec3 vNormal;
void main()
{
mat4 _19 = mat4(UBO[0], UBO[1], UBO[2], UBO[3]);
FragColor = mat3(_19[0].xyz, _19[1].xyz, _19[2].xyz) * vNormal;
}