SPIRV-Cross/reference/shaders/flatten/array.flatten.vert
2017-01-17 23:26:18 -08:00

11 lines
149 B
GLSL

#version 310 es
uniform vec4 UBO[14];
in vec4 aVertex;
void main()
{
gl_Position = (mat4(UBO[0],UBO[1],UBO[2],UBO[3]) * aVertex) + UBO[13];
}