SPIRV-Cross/reference/shaders/legacy/vert/transpose.legacy.vert

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#version 100
struct Buffer
{
mat4 MVPRowMajor;
mat4 MVPColMajor;
mat4 M;
};
uniform Buffer _13;
attribute vec4 Position;
mat4 spvWorkaroundRowMajor(mat4 wrap) { return wrap; }
mat4 spvTranspose(mat4 m)
{
return mat4(m[0][0], m[1][0], m[2][0], m[3][0], m[0][1], m[1][1], m[2][1], m[3][1], m[0][2], m[1][2], m[2][2], m[3][2], m[0][3], m[1][3], m[2][3], m[3][3]);
}
void main()
{
vec4 c0 = spvWorkaroundRowMajor(_13.M) * (Position * _13.MVPRowMajor);
vec4 c1 = spvWorkaroundRowMajor(_13.M) * (spvWorkaroundRowMajor(_13.MVPColMajor) * Position);
vec4 c2 = spvWorkaroundRowMajor(_13.M) * (_13.MVPRowMajor * Position);
vec4 c3 = spvWorkaroundRowMajor(_13.M) * (Position * spvWorkaroundRowMajor(_13.MVPColMajor));
vec4 c4 = _13.MVPRowMajor * Position;
vec4 c5 = Position * spvWorkaroundRowMajor(_13.MVPColMajor);
vec4 c6 = Position * _13.MVPRowMajor;
vec4 c7 = spvWorkaroundRowMajor(_13.MVPColMajor) * Position;
vec4 c8 = (spvTranspose(_13.MVPRowMajor) * 2.0) * Position;
vec4 c9 = (spvTranspose(spvWorkaroundRowMajor(_13.MVPColMajor)) * 2.0) * Position;
vec4 c10 = Position * (spvTranspose(_13.MVPRowMajor) * 2.0);
vec4 c11 = Position * (spvTranspose(spvWorkaroundRowMajor(_13.MVPColMajor)) * 2.0);
gl_Position = ((((((((((c0 + c1) + c2) + c3) + c4) + c5) + c6) + c7) + c8) + c9) + c10) + c11;
}