SPIRV-Cross/reference/shaders/flatten/rowmajor.flatten.vert
Hans-Kristian Arntzen de33d89074 Add explicit in/out locations everywhere.
Needed for newer glslang. With Vulkan semantics for SPIR-V, all
locations must be explicitly defined.
2017-06-21 09:39:08 +02:00

12 lines
291 B
GLSL

#version 310 es
uniform vec4 UBO[12];
layout(location = 0) in vec4 aVertex;
void main()
{
vec2 v = mat4x2(UBO[8].xy, UBO[9].xy, UBO[10].xy, UBO[11].xy) * aVertex;
gl_Position = (mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex) + (aVertex * mat4(UBO[4], UBO[5], UBO[6], UBO[7]));
}