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Before_DCE
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#version 310 es | |
// glslc -std=310es -fshader-stage=vertex before_dce.glsl | |
// spirv-opt -Os a.spv -o b.spv | |
// spirv-cross b.spv | |
invariant gl_Position; | |
uniform FrameUniforms { | |
mat4 clipFromWorldMatrix; | |
} frameUniforms; | |
uniform ObjectUniforms { | |
mat4 worldFromModelMatrix; | |
} objectUniforms; | |
layout(location = 0) in vec4 mesh_position; | |
void main() { | |
vec4 _187 = (objectUniforms.worldFromModelMatrix[0] * mesh_position.x) + ((objectUniforms.worldFromModelMatrix[1] * mesh_position.y) + ((objectUniforms.worldFromModelMatrix[2] * mesh_position.z) + objectUniforms.worldFromModelMatrix[3])); | |
gl_Position = frameUniforms.clipFromWorldMatrix * _187; | |
} |
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