20 lines
358 B
GLSL
20 lines
358 B
GLSL
#version 310 es
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layout(std140) uniform UBO
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{
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vec4 A4[5][4][2];
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mat4 uMVP;
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vec4 A1[2];
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vec4 A2[2][3];
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float A3[3];
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vec4 Offset;
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};
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in vec4 aVertex;
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void main()
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{
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vec4 a4 = A4[2][3][1]; // 2 * (4 * 2) + 3 * 2 + 1 = 16 + 6 + 1 = 23.
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vec4 offset = A2[1][1] + A1[1] + A3[2];
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gl_Position = uMVP * aVertex + Offset + offset;
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}
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