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1#version 310 es
2
3layout(push_constant, std430) uniform PushMe
4{
5   mat4 MVP;
6   mat2 Rot; // The MatrixStride will be 8 here.
7   float Arr[4];
8} registers;
9
10layout(location = 0) in vec2 Rot;
11layout(location = 1) in vec4 Pos;
12layout(location = 0) out vec2 vRot;
13void main()
14{
15   gl_Position = registers.MVP * Pos;
16   vRot = registers.Rot * Rot + registers.Arr[2]; // Constant access should work even if array stride is just 4 here.
17}
18