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#version 300 es |
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struct s { vec4 v; }; |
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layout(location = 7) in vec3 c; |
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layout(LocatioN = 3) in vec4 p; |
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layout(LocatioN = 9) in vec4 q[4]; |
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layout(LocatioN = 10) in s r[4]; |
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out vec4 pos; |
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out vec3 color; |
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layout(shared, column_major) uniform mat4 badm4; |
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layout(shared, column_major, row_major) uniform; |
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layout(std140) uniform Transform { |
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mat4 M1; |
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layout(column_major) mat4 M2; |
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mat3 N1; |
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centroid float badf; |
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in float badg; |
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layout(std140) float bad1; |
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layout(shared) float bad2; |
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layout(packed) float bad3; |
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} tblock; |
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uniform T2 { |
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bool b; |
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mat4 t2m; |
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}; |
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layout(column_major) uniform T3 { |
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mat4 M3; |
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layout(row_major) mat4 M4; |
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mat3 N2; |
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int b; |
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}; |
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out badout { |
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float f; |
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}; |
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layout (location = 10) out vec4 badoutA; |
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void main() |
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{ |
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pos = p * (tblock.M1 + tblock.M2 + M4 + M3 + t2m); |
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color = c * tblock.N1; |
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} |
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shared vec4 compute_only; |
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layout(packed) uniform; |
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layout(packed) uniform float aoeuntaoeu; |
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layout(location = 40) in float cd; |
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layout(location = 37) in mat4x3 ce; |
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