RetroArch/deps/SPIRV-Cross/shaders-msl-no-opt/frag/ubo-offset-out-of-order.frag

17 lines
243 B
GLSL

#version 450
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 0) uniform UBO
{
layout(offset = 16) mat4 m;
layout(offset = 0) vec4 v;
};
layout(location = 0) in vec4 vColor;
void main()
{
FragColor = m * vColor + v;
}