SPIRV-Cross/shaders-hlsl/flatten/push-constant.flatten.vert
2022-02-16 21:53:24 +09:00

18 lines
433 B
GLSL

#version 310 es
layout(push_constant, std430) uniform PushMe
{
mat4 MVP;
mat2 Rot; // The MatrixStride will be 8 here.
float Arr[4];
} registers;
layout(location = 0) in vec2 Rot;
layout(location = 1) in vec4 Pos;
layout(location = 0) out vec2 vRot;
void main()
{
gl_Position = registers.MVP * Pos;
vRot = registers.Rot * Rot + registers.Arr[2]; // Constant access should work even if array stride is just 4 here.
}