| #version 300 es |
| |
| uniform mat4x3 m43; |
| uniform mat3x3 m33; |
| uniform mat4x4 m44; |
| |
| in vec3 v3; |
| in vec2 v2; |
| |
| in vec4 bad[10]; |
| |
| void main() |
| { |
| int id = gl_VertexID + gl_InstanceID; |
| |
| int c0 = gl_MaxVertexAttribs; |
| int c1 = gl_MaxVertexUniformVectors; |
| int c2 = gl_MaxVertexOutputVectors; |
| int c3 = gl_MaxFragmentInputVectors; |
| int c4 = gl_MaxVertexTextureImageUnits; |
| int c5 = gl_MaxCombinedTextureImageUnits; |
| int c6 = gl_MaxTextureImageUnits; |
| int c7 = gl_MaxFragmentUniformVectors; |
| int c8 = gl_MaxDrawBuffers; |
| int c9 = gl_MinProgramTexelOffset; |
| int c10 = gl_MaxProgramTexelOffset; |
| |
| mat3x4 tm = transpose(m43); |
| highp float dm = determinant(m44); |
| mat3x3 im = inverse(m33); |
| |
| mat3x2 op = outerProduct(v2, v3); |
| } |