Index: conformance/resources/matUniformShader.vert |
=================================================================== |
--- conformance/resources/matUniformShader.vert (revision 0) |
+++ conformance/resources/matUniformShader.vert (revision 0) |
@@ -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); |
+} |