SPIRV-Cross/reference/opt/shaders/flatten/rowmajor.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[12];
layout(location = 0) in vec4 aVertex;
void main()
{
gl_Position = (mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex) + (aVertex * mat4(UBO[4], UBO[5], UBO[6], UBO[7]));
}