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/*
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
*/
#ifdef GL_ES
precision mediump float;
#endif
//
// mat3arrayindirect1_frag.frag: Fragment shader solid color testing indirect referencing into uniforms
// The vec3 values are determined at runtime.
//
//
uniform mat3 testmat3[2];
varying vec4 color;
void main(void)
{
vec3 result = vec3(0.0, 0.0, 0.0);
/*
// No indirect indexing in fragment shaders
for(int j = 0; j < 3; j++)
{
result += testmat3[1][j];
}
*/
result += testmat3[1][0];
result += testmat3[1][1];
result += testmat3[1][2];
gl_FragColor = vec4(result/2.0, 0.5);
}