SPIRV-Cross/reference/shaders/flatten/array.flatten.vert
2017-01-21 12:35:57 +01:00

12 lines
219 B
GLSL

#version 310 es
uniform vec4 UBO[16];
in vec4 aVertex;
void main()
{
vec4 offset = (UBO[10] + UBO[5]) + vec4(UBO[14].x);
gl_Position = ((mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex) + UBO[15]) + offset;
}