1 struct TransformComponents
8 TransformComponents components;
15 #pragma MSP stage(vertex)
16 layout(location=0) in vec4 position;
19 gl_Position = vec4(model.transform.components.position+position.xyz*model.transform.components.scale, 1.0);
22 /* Expected output: vertex
23 struct TransformComponents
30 TransformComponents components;
32 layout(binding=26) uniform ModelData
36 layout(location=0) in vec4 position;
39 gl_Position = vec4(model.transform.components.position+position.xyz*model.transform.components.scale, 1.0);