de33d89074
Needed for newer glslang. With Vulkan semantics for SPIR-V, all locations must be explicitly defined.
13 lines
268 B
GLSL
13 lines
268 B
GLSL
#version 310 es
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uniform vec4 UBO[56];
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layout(location = 0) in vec4 aVertex;
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void main()
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{
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vec4 a4 = UBO[23];
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vec4 offset = (UBO[50] + UBO[45]) + vec4(UBO[54].x);
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gl_Position = ((mat4(UBO[40], UBO[41], UBO[42], UBO[43]) * aVertex) + UBO[55]) + offset;
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}
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