SPIRV-Cross/reference/shaders/flatten/matrixindex.flatten.vert
2017-01-24 08:09:58 -08:00

20 lines
355 B
GLSL

#version 310 es
uniform vec4 UBO[14];
out vec4 oA;
out vec4 oB;
out vec4 oC;
out vec4 oD;
out vec4 oE;
void main()
{
gl_Position = vec4(0.0);
oA = UBO[1];
oB = vec4(UBO[4].y, UBO[5].y, UBO[6].y, UBO[7].y);
oC = UBO[9];
oD = vec4(UBO[10].x, UBO[11].x, UBO[12].x, UBO[13].x);
oE = vec4(UBO[1].z, UBO[6].y, UBO[9].z, UBO[12].y);
}