SPIRV-Cross/reference/shaders/flatten/swizzle.flatten.vert
2017-01-17 23:26:18 -08:00

22 lines
392 B
GLSL

#version 310 es
uniform vec4 UBO[8];
out vec4 oA;
out vec4 oB;
out vec4 oC;
out vec4 oD;
out vec4 oE;
out vec4 oF;
void main()
{
gl_Position = vec4(0.0);
oA = UBO[0];
oB = vec4(UBO[1].xy, UBO[1].zw);
oC = vec4(UBO[2].x, UBO[3].xyz);
oD = vec4(UBO[4].xyz, UBO[4].w);
oE = vec4(UBO[5].x, UBO[5].y, UBO[5].z, UBO[5].w);
oF = vec4(UBO[6].x, UBO[6].zw, UBO[7].x);
}