SPIRV-Cross/reference/opt/shaders/legacy/vert/transpose.legacy.vert

30 lines
1.2 KiB
GLSL

#version 100
struct Buffer
{
mat4 MVPRowMajor;
mat4 MVPColMajor;
mat4 M;
};
uniform Buffer _13;
attribute vec4 Position;
mat4 SPIRV_Cross_workaround_load_row_major(mat4 wrap) { return wrap; }
mat4 SPIRV_Cross_Transpose(mat4 m)
{
return mat4(m[0][0], m[1][0], m[2][0], m[3][0], m[0][1], m[1][1], m[2][1], m[3][1], m[0][2], m[1][2], m[2][2], m[3][2], m[0][3], m[1][3], m[2][3], m[3][3]);
}
void main()
{
mat4 _55 = _13.MVPRowMajor;
mat4 _61 = SPIRV_Cross_workaround_load_row_major(_13.MVPColMajor);
mat4 _80 = SPIRV_Cross_Transpose(_13.MVPRowMajor) * 2.0;
mat4 _87 = SPIRV_Cross_Transpose(_61) * 2.0;
gl_Position = (((((((((((SPIRV_Cross_workaround_load_row_major(_13.M) * (Position * _13.MVPRowMajor)) + (SPIRV_Cross_workaround_load_row_major(_13.M) * (SPIRV_Cross_workaround_load_row_major(_13.MVPColMajor) * Position))) + (SPIRV_Cross_workaround_load_row_major(_13.M) * (_13.MVPRowMajor * Position))) + (SPIRV_Cross_workaround_load_row_major(_13.M) * (Position * SPIRV_Cross_workaround_load_row_major(_13.MVPColMajor)))) + (_55 * Position)) + (Position * _61)) + (Position * _55)) + (_61 * Position)) + (_80 * Position)) + (_87 * Position)) + (Position * _80)) + (Position * _87);
}