vulkan_hw_tier00[0] - Spirv Cross output
#version 450
layout(binding = 0, std140) uniform _18_20
{
vec4 _m0[4];
vec4 _m1[4];
vec4 _m2;
} _20;
layout(location = 0) in vec4 _11;
layout(location = 0) out vec2 vs_TEXCOORD0;
layout(location = 2) in vec2 _86;
layout(location = 1) out vec4 _96;
layout(location = 1) in vec4 _97;
vec4 _9;
vec4 _48;
void main()
{
_9 = _11.yyyy * _20._m0[1];
_9 = (_20._m0[0] * _11.xxxx) + _9;
_9 = (_20._m0[2] * _11.zzzz) + _9;
_9 += _20._m0[3];
_48 = _9.yyyy * _20._m1[1];
_48 = (_20._m1[0] * _9.xxxx) + _48;
_48 = (_20._m1[2] * _9.zzzz) + _48;
gl_Position = (_20._m1[3] * _9.wwww) + _48;
vs_TEXCOORD0 = (_86 * _20._m2.xy) + _20._m2.zw;
_96 = _97;
gl_Position.y = -gl_Position.y;
}