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1#version 140
2
3in vec3 v3;
4in vec4 v4;
5
6out mat3x2 m32;
7
8const vec2 cv2 = vec2(10.0, 20.0);
9const mat2x4 m24 = mat2x4(3.0);
10const mat4x2 m42 = mat4x2(1.0, 2.0,
11                          3.0, 4.0,
12                          5.0, 6.0,
13                          7.0, 8.0);
14
15void main()
16{
17    mat2x3 m23;
18    vec2 a, b;
19
20    a = v3 * m23;
21    b = m32 * v3;
22
23    gl_Position = vec4(m23 * m32 * v3, m24[1][3]) +
24                  (m24 * m42) * v4 + cv2 * m42 + m24 * cv2 + vec4(cv2[1], cv2.x, m42[2][1], m42[2][0]);
25}
26