SPV: Implement Vulkan version of GLSL (KHR_vulkan_glsl).
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@@ -1,7 +1,9 @@
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#version 140
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#version 400
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uniform mat4 m4;
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uniform mat3 m3;
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uniform bl {
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uniform mat4 m4;
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uniform mat3 m3;
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} bName;
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in vec3 v3;
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@@ -22,5 +24,5 @@ vec3 mxv(mat4 m4, vec3 v)
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void main()
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{
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gl_Position = vec4(mxv(m4, v3) + xf(m3, v3), 1.0);
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gl_Position = vec4(mxv(bName.m4, v3) + xf(bName.m3, v3), 1.0);
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}
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