#version 140 | |
in vec3 v3; | |
in vec4 v4; | |
out mat3x2 m32; | |
const vec2 cv2 = vec2(10.0, 20.0); | |
const mat2x4 m24 = mat2x4(3.0); | |
const mat4x2 m42 = mat4x2(1.0, 2.0, | |
3.0, 4.0, | |
5.0, 6.0, | |
7.0, 8.0); | |
void main() | |
{ | |
mat2x3 m23; | |
vec2 a, b; | |
a = v3 * m23; | |
b = m32 * v3; | |
gl_Position = vec4(m23 * m32 * v3, m24[1][3]) + | |
(m24 * m42) * v4 + cv2 * m42 + m24 * cv2 + vec4(cv2[1], cv2.x, m42[2][1], m42[2][0]); | |
} |