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26 lines
531 B
GLSL
26 lines
531 B
GLSL
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#version 120
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attribute vec3 v3;
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attribute vec4 v4;
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uniform mat3x2 m32;
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const vec2 cv2 = vec2(10.0, 20.0);
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const mat2x4 m24 = mat2x4(3.0);
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const mat4x2 m42 = mat4x2(1.0, 2.0,
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3.0, 4.0,
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5.0, 6.0,
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7.0, 8.0);
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void main()
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{
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mat2x3 m23;
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vec2 a, b;
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a = v3 * m23;
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b = m32 * v3;
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gl_Position = vec4(m23 * m32 * v3, m24[1][3]) +
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(m24 * m42) * v4 + cv2 * m42 + m24 * cv2 + vec4(cv2[1], cv2.x, m42[2][1], m42[2][0]);
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}
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