SPIRV-Cross/shaders/flatten/array.flatten.vert
Hans-Kristian Arntzen de33d89074 Add explicit in/out locations everywhere.
Needed for newer glslang. With Vulkan semantics for SPIR-V, all
locations must be explicitly defined.
2017-06-21 09:39:08 +02:00

20 lines
379 B
GLSL

#version 310 es
layout(std140) uniform UBO
{
vec4 A4[5][4][2];
mat4 uMVP;
vec4 A1[2];
vec4 A2[2][3];
float A3[3];
vec4 Offset;
};
layout(location = 0) in vec4 aVertex;
void main()
{
vec4 a4 = A4[2][3][1]; // 2 * (4 * 2) + 3 * 2 + 1 = 16 + 6 + 1 = 23.
vec4 offset = A2[1][1] + A1[1] + A3[2];
gl_Position = uMVP * aVertex + Offset + offset;
}