46 lines
991 B
GLSL
46 lines
991 B
GLSL
uniform float4 UBO[8];
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static float4 gl_Position;
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static float4 oA;
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static float4 oB;
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static float4 oC;
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static float4 oD;
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static float4 oE;
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static float4 oF;
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struct SPIRV_Cross_Output
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{
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float4 oA : TEXCOORD0;
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float4 oB : TEXCOORD1;
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float4 oC : TEXCOORD2;
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float4 oD : TEXCOORD3;
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float4 oE : TEXCOORD4;
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float4 oF : TEXCOORD5;
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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 = 0.0f.xxxx;
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oA = UBO[0];
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oB = float4(UBO[1].xy, UBO[1].zw);
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oC = float4(UBO[2].x, UBO[3].xyz);
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oD = float4(UBO[4].xyz, UBO[4].w);
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oE = float4(UBO[5].x, UBO[5].y, UBO[5].z, UBO[5].w);
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oF = float4(UBO[6].x, UBO[6].zw, UBO[7].x);
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}
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SPIRV_Cross_Output main()
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{
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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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stage_output.oA = oA;
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stage_output.oB = oB;
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stage_output.oC = oC;
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stage_output.oD = oD;
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stage_output.oE = oE;
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stage_output.oF = oF;
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return stage_output;
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}
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