-uniform mat4 mvp;
+layout(push_constant) uniform Transform
+{
+ mat4 mvp;
+};
#pragma MSP stage(vertex)
layout(location=0) in vec4 position;
-int main()
+void main()
{
vec4 c0 = mvp[0]*position;
vec4 c1 = mvp[1]*position;
gl_Position = vec4(clip_pos.xy, 0.0, 1.0);
}
+// Target API: Vulkan
+
/* Expected output: vertex
-layout(location=0) uniform mat4 mvp;
+layout(push_constant) uniform Transform
+{
+ mat4 mvp;
+};
layout(location=0) in vec4 position;
-int main()
+void main()
{
vec4 c0 = mvp[0]*position;
vec4 c1 = mvp[1]*position;