SPIRV-Cross/reference/shaders-hlsl/flatten/array.flatten.vert
2022-02-16 21:53:24 +09:00

31 lines
630 B
GLSL

uniform float4 UBO[56];
static float4 gl_Position;
static float4 aVertex;
struct SPIRV_Cross_Input
{
float4 aVertex : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float4 gl_Position : SV_Position;
};
void vert_main()
{
float4 a4 = UBO[23];
float4 offset = (UBO[50] + UBO[45]) + UBO[54].x.xxxx;
gl_Position = (mul(aVertex, float4x4(UBO[40], UBO[41], UBO[42], UBO[43])) + UBO[55]) + offset;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
aVertex = stage_input.aVertex;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
return stage_output;
}