glslang/Test/spv.nonSquare.vert

26 lines
538 B
GLSL

#version 140
in vec3 v3;
in vec4 v4;
out mat3x2 m32;
const vec2 cv2 = vec2(10.0, 20.0);
const mat2x4 m24 = mat2x4(3.0);
const mat4x2 m42 = mat4x2(1.0, 2.0,
3.0, 4.0,
5.0, 6.0,
7.0, 8.0);
void main()
{
mat2x3 m23;
vec2 a, b;
a = v3 * m23;
b = m32 * v3;
gl_Position = vec4(m23 * m32 * v3, m24[1][3]) +
(m24 * m42) * v4 + cv2 * m42 + m24 * cv2 + vec4(cv2[1], cv2.x, m42[2][1], m42[2][0]);
}