SPIRV-Cross/reference/shaders/flatten/push-constant.flatten.vert

14 lines
310 B
GLSL
Raw Normal View History

#version 310 es
2017-01-21 11:39:16 +00:00
uniform vec4 PushMe[6];
layout(location = 1) in vec4 Pos;
layout(location = 0) out vec2 vRot;
layout(location = 0) in vec2 Rot;
void main()
{
gl_Position = mat4(PushMe[0], PushMe[1], PushMe[2], PushMe[3]) * Pos;
2017-01-21 11:39:16 +00:00
vRot = (mat2(PushMe[4].xy, PushMe[4].zw) * Rot) + vec2(PushMe[5].z);
}