29 lines
496 B
GLSL
29 lines
496 B
GLSL
uniform float4 UBO[15];
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static float4 gl_Position;
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static int2 aIndex;
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struct SPIRV_Cross_Input
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{
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int2 aIndex : TEXCOORD0;
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};
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struct SPIRV_Cross_Output
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{
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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gl_Position = UBO[aIndex.x * 5 + aIndex.y * 1 + 0];
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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aIndex = stage_input.aIndex;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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return stage_output;
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}
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