SPIRV-Cross/shaders-msl/vert/packed_matrix.vert

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#version 450
layout(binding = 13, std140) uniform _1365_18812
{
layout(row_major) mat4x3 _m0;
layout(row_major) mat4x3 _m1;
} _18812;
layout(binding = 12, std140) uniform _1126_22044
{
layout(row_major) mat4 _m0;
layout(row_major) mat4 _m1;
float _m9;
vec3 _m10;
float _m11;
vec3 _m12;
float _m17;
float _m18;
float _m19;
vec2 _m20;
} _22044;
layout(location = 0) out vec3 _3976;
layout(location = 0) in vec4 _5275;
vec3 _2;
void main()
{
vec3 _23783;
do
{
_23783 = normalize(_18812._m1 * vec4(_5275.xyz, 0.0));
break;
} while (false);
vec4 _14995 = vec4(_22044._m10 + (_5275.xyz * (_22044._m17 + _22044._m18)), 1.0) * _22044._m0;
_3976 = _23783;
vec4 _6282 = _14995;
_6282.y = -_14995.y;
gl_Position = _6282;
}