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

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uniform float4 UBO[15];
static float4 gl_Position;
static int2 aIndex;
struct SPIRV_Cross_Input
{
int2 aIndex : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 gl_Position : SV_Position;
};
void vert_main()
{
gl_Position = UBO[aIndex.x * 5 + aIndex.y * 1 + 0];
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
aIndex = stage_input.aIndex;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
return stage_output;
}