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

11 lines
221 B
GLSL

#version 310 es
uniform vec4 UBO[56];
layout(location = 0) in vec4 aVertex;
void main()
{
gl_Position = ((mat4(UBO[40], UBO[41], UBO[42], UBO[43]) * aVertex) + UBO[55]) + ((UBO[50] + UBO[45]) + vec4(UBO[54].x));
}