26 lines
415 B
GLSL
26 lines
415 B
GLSL
#version 310 es
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precision mediump float;
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layout(binding = 0, std140) uniform S_std140_ubo {
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vec2 matrix_0;
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vec2 matrix_1;
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vec2 matrix_2;
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uint pad;
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uint pad_1;
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vec3 vector;
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uint pad_2;
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} data;
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mat3x2 load_data_matrix() {
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return mat3x2(data.matrix_0, data.matrix_1, data.matrix_2);
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}
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void tint_symbol() {
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vec2 x = (load_data_matrix() * data.vector);
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}
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void main() {
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tint_symbol();
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return;
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}
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