blob: f8530a466d13a84e40df5b6bc71d7869f01b4271 [file] [log] [blame]
#version 310 es
layout(std140) uniform UBO
{
uniform mat4 uMVP;
uniform vec4 uFloatVec4;
uniform vec3 uFloatVec3;
uniform vec2 uFloatVec2;
uniform float uFloat;
uniform ivec4 uIntVec4;
uniform ivec3 uIntVec3;
uniform ivec2 uIntVec2;
uniform int uInt;
};
layout(location = 0) in vec4 aVertex;
layout(location = 0) out vec4 vFloatVec4;
layout(location = 1) out vec3 vFloatVec3;
layout(location = 2) out vec2 vFloatVec2;
layout(location = 3) out float vFloat;
layout(location = 4) flat out ivec4 vIntVec4;
layout(location = 5) flat out ivec3 vIntVec3;
layout(location = 6) flat out ivec2 vIntVec2;
layout(location = 7) flat out int vInt;
void main()
{
gl_Position = uMVP * aVertex;
vFloatVec4 = sign(uFloatVec4);
vFloatVec3 = sign(uFloatVec3);
vFloatVec2 = sign(uFloatVec2);
vFloat = sign(uFloat);
vIntVec4 = sign(uIntVec4);
vIntVec3 = sign(uIntVec3);
vIntVec2 = sign(uIntVec2);
vInt = sign(uInt);
}