| Index: conformance/resources/matUniformShader.vert
|
| ===================================================================
|
| --- conformance/resources/matUniformShader.vert (revision 0)
|
| +++ conformance/resources/matUniformShader.vert (working copy)
|
| @@ -0,0 +1,40 @@
|
| +/*
|
| + * Copyright (c) 2009 The Chromium Authors. All rights reserved.
|
| + *
|
| + * Redistribution and use in source and binary forms, with or without
|
| + * modification, are permitted provided that the following conditions are
|
| + * met:
|
| + *
|
| + * * Redistributions of source code must retain the above copyright
|
| + * notice, this list of conditions and the following disclaimer.
|
| + * * Redistributions in binary form must reproduce the above
|
| + * copyright notice, this list of conditions and the following disclaimer
|
| + * in the documentation and/or other materials provided with the
|
| + * distribution.
|
| + * * Neither the name of Google Inc. nor the names of its
|
| + * contributors may be used to endorse or promote products derived from
|
| + * this software without specific prior written permission.
|
| + *
|
| + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
| + * AS IS AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
| + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
| + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
| + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
| + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
| + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
| + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
| + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
| + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
| + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| + */
|
| +
|
| +uniform mat2 mval2;
|
| +uniform mat3 mval3;
|
| +uniform mat4 mval4;
|
| +
|
| +void main()
|
| +{
|
| + gl_Position = vec4(mval2 * vec2(1.0, 2.0), 0.0, 0.0)
|
| + + vec4(mval3 * vec3(1.0, 2.0, 3.0), 0.0)
|
| + + mval4 * vec4(1.0, 2.0, 3.0, 4.0);
|
| +}
|
|
|