SPIRV-Cross/reference/opt/shaders/flatten/matrix-conversion.flatten.frag
2018-07-06 10:57:23 +02:00

15 lines
379 B
GLSL

#version 310 es
precision mediump float;
precision highp int;
uniform vec4 UBO[4];
layout(location = 0) out vec3 FragColor;
layout(location = 0) flat in vec3 vNormal;
void main()
{
mat4 _19 = mat4(UBO[0], UBO[1], UBO[2], UBO[3]);
FragColor = mat3(vec3(_19[0].x, _19[0].y, _19[0].z), vec3(_19[1].x, _19[1].y, _19[1].z), vec3(_19[2].x, _19[2].y, _19[2].z)) * vNormal;
}