SPIRV-Cross/reference/shaders-hlsl/flatten/rowmajor.flatten.vert

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uniform float4 UBO[12];
static float4 gl_Position;
static float4 aVertex;
struct SPIRV_Cross_Input
{
float4 aVertex : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 gl_Position : SV_Position;
};
void vert_main()
{
float2 v = mul(transpose(float4x2(UBO[8].xy, UBO[9].xy, UBO[10].xy, UBO[11].xy)), aVertex);
gl_Position = mul(aVertex, float4x4(UBO[0], UBO[1], UBO[2], UBO[3])) + mul(aVertex, transpose(float4x4(UBO[4], UBO[5], UBO[6], UBO[7])));
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
aVertex = stage_input.aVertex;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
return stage_output;
}