SPIRV-Cross/reference/opt/shaders/flatten/multiindex.flatten.vert
2017-11-23 09:50:11 +01:00

11 lines
151 B
GLSL

#version 310 es
uniform vec4 UBO[15];
layout(location = 0) in ivec2 aIndex;
void main()
{
gl_Position = UBO[aIndex.x * 5 + aIndex.y * 1 + 0];
}