1 layout(push_constant) uniform Transform
6 #pragma MSP stage(vertex)
7 layout(location=0) in vec4 position;
10 vec4 c0 = mvp[0]*position;
11 vec4 c1 = mvp[1]*position;
12 vec4 c2 = mvp[2]*position;
13 vec4 c3 = mvp[3]*position;
15 clip_pos.x = c0.x+c1.x+c2.x+c3.x;
16 clip_pos.y = c0.y+c1.y+c2.y+c3.y;
17 clip_pos.z = c0.z+c1.z+c2.z+c3.z;
18 clip_pos.w = c0.w+c1.w+c2.w+c3.w;
19 gl_Position = vec4(clip_pos.xy, 0.0, 1.0);
24 /* Expected output: vertex
25 layout(push_constant) uniform Transform
29 layout(location=0) in vec4 position;
32 vec4 c0 = mvp[0]*position;
33 vec4 c1 = mvp[1]*position;
34 vec4 c2 = mvp[2]*position;
35 vec4 c3 = mvp[3]*position;
37 clip_pos.x = c0.x+c1.x+c2.x+c3.x;
38 clip_pos.y = c0.y+c1.y+c2.y+c3.y;
39 gl_Position = vec4(clip_pos.xy, 0.0, 1.0);