RetroArch/reference/opt/shaders-hlsl/flatten/matrix-conversion.flatten.frag

30 lines
591 B
GLSL

uniform float4 UBO[4];
static float3 FragColor;
static float3 vNormal;
struct SPIRV_Cross_Input
{
nointerpolation float3 vNormal : TEXCOORD0;
};
struct SPIRV_Cross_Output
{
float3 FragColor : SV_Target0;
};
void frag_main()
{
float4x4 _19 = float4x4(UBO[0], UBO[1], UBO[2], UBO[3]);
FragColor = mul(vNormal, float3x3(_19[0].xyz, _19[1].xyz, _19[2].xyz));
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vNormal = stage_input.vNormal;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.FragColor = FragColor;
return stage_output;
}