7 #pragma MSP stage(vertex)
8 layout(location=0) in vec2 position;
11 float c = cos(rotation);
12 float s = sin(rotation);
13 mat3 m = mat3(c, s, 0.0, -s, c, 0.0, translation);
14 gl_Position = vec4((m*vec3(position, 1.0)).xy, 0.0, 1.0);
17 /* Expected output: vertex
18 layout(binding=48) uniform Transform
23 layout(location=0) in vec2 position;
26 float c = cos(rotation);
27 float s = sin(rotation);
29 gl_Position = vec4((mat3(vec3(c, s, 0.0), vec3(-s, c, 0.0), translation)*vec3(position, 1.0)).xy, 0.0, 1.0);