blob: dde498479e4fb21c43ba9429ac662a4d479da510 [file] [log] [blame]
// Our buffers are in std140 layout, so the generated code will need to compensate.
layout(set=0, binding=1) uniform UniformBuffer {
float2x2 u22;
float2x3 u23;
float2x4 u24;
float3x2 u32;
float3x3 u33;
float3x4 u34;
float4x2 u42;
float4x3 u43;
float4x4 u44;
float2x2 au22[3];
float2x3 au23[3];
float2x4 au24[3];
float3x2 au32[3];
float3x3 au33[3];
float3x4 au34[3];
float4x2 au42[3];
float4x3 au43[3];
float4x4 au44[3];
};
layout(set=0, binding=2) buffer StorageBuffer {
float2x2 s22;
float2x3 s23;
float2x4 s24;
float3x2 s32;
float3x3 s33;
float3x4 s34;
float4x2 s42;
float4x3 s43;
float4x4 s44;
float2x2 as22[3];
float2x3 as23[3];
float2x4 as24[3];
float3x2 as32[3];
float3x3 as33[3];
float3x4 as34[3];
float4x2 as42[3];
float4x3 as43[3];
float4x4 as44[3];
};
half4 main() {
float value = u22[0][0] +
u23[0][0] +
u24[0][0] +
u32[0][0] +
u33[0][0] +
u34[0][0] +
u42[0][0] +
u43[0][0] +
au44[0][0][0] +
au22[0][0][0] +
au23[0][0][0] +
au24[0][0][0] +
au32[0][0][0] +
au33[0][0][0] +
au34[0][0][0] +
au42[0][0][0] +
au43[0][0][0] +
au44[0][0][0] +
s22[0][0] +
s23[0][0] +
s24[0][0] +
s32[0][0] +
s33[0][0] +
s34[0][0] +
s42[0][0] +
s43[0][0] +
as44[0][0][0] +
as22[0][0][0] +
as23[0][0][0] +
as24[0][0][0] +
as32[0][0][0] +
as33[0][0][0] +
as34[0][0][0] +
as42[0][0][0] +
as43[0][0][0] +
as44[0][0][0];
return half4(value);
}