de33d89074
Needed for newer glslang. With Vulkan semantics for SPIR-V, all locations must be explicitly defined.
12 lines
291 B
GLSL
12 lines
291 B
GLSL
#version 310 es
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uniform vec4 UBO[12];
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layout(location = 0) in vec4 aVertex;
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void main()
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{
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vec2 v = mat4x2(UBO[8].xy, UBO[9].xy, UBO[10].xy, UBO[11].xy) * aVertex;
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gl_Position = (mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex) + (aVertex * mat4(UBO[4], UBO[5], UBO[6], UBO[7]));
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}
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