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

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#version 310 es
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uniform vec4 UBO[16];
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in vec4 aVertex;
void main()
{
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vec4 offset = (UBO[10] + UBO[5]) + vec4(UBO[14].x);
gl_Position = ((mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex) + UBO[15]) + offset;
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}