bgfx/3rdparty/glsl-optimizer/tests/vertex/bug-struct-uniform-out.txt

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2014-02-11 02:06:13 -05:00
struct shadow_map_t {
mat4 transform;
};
uniform shadow_map_t ShadowMaps[1];
attribute vec3 _in_position;
void main ()
{
vec4 tmpvar_1;
tmpvar_1.w = 1.0;
tmpvar_1.xyz = _in_position;
gl_Position = (ShadowMaps[0].transform * tmpvar_1);
}
// inputs: 1, stats: 2 alu 0 tex 0 flow