63790184c7
In order to prevent too much voodoo in backends like D3D11, the input layout is expected to specify the slice index for vecX that are part of an unrolled matrix. Also deoptimize the instancing manual test to exercise a matrix too instead of just vectors. Change-Id: If2dcbcbc483645ce2420b2f87dda765b95da6e80 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
22 lines
438 B
GLSL
22 lines
438 B
GLSL
#version 440
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layout(location = 0) in vec4 position;
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// Instanced attributes to variate the transform and color of the cube
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layout(location = 1) in mat4 instMat;
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layout(location = 5) in vec3 instColor;
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layout(location = 0) out vec3 vColor;
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out gl_PerVertex { vec4 gl_Position; };
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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} ubuf;
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void main()
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{
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vColor = instColor;
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gl_Position = ubuf.mvp * instMat * position;
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}
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