29 lines
579 B
GLSL
29 lines
579 B
GLSL
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uniform float4 UBO[56];
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static float4 gl_Position;
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static float4 aVertex;
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struct SPIRV_Cross_Input
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{
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float4 aVertex : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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gl_Position = (mul(aVertex, float4x4(UBO[40], UBO[41], UBO[42], UBO[43])) + UBO[55]) + ((UBO[50] + UBO[45]) + UBO[54].x.xxxx);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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aVertex = stage_input.aVertex;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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return stage_output;
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}
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