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@prideout
Last active November 13, 2018 16:44
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Before_DCE
#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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