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- #version 400
- uniform bl {
- uniform mat4 m4;
- uniform mat3 m3;
- } bName;
- in vec3 v3;
- vec3 xf(mat3 m, vec3 v)
- {
- return v * m;
- }
- mat3 Mat3(mat4 m)
- {
- return mat3(m[0].xyz, m[1].xyz, m[2].xyz);
- }
- vec3 mxv(mat4 m4, vec3 v)
- {
- return v * Mat3(m4);
- }
- void main()
- {
- gl_Position = vec4(mxv(bName.m4, v3) + xf(bName.m3, v3), 1.0);
- }
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