michael@0: /* michael@0: * Copyright (c) 2009 The Chromium Authors. All rights reserved. michael@0: * michael@0: * Redistribution and use in source and binary forms, with or without michael@0: * modification, are permitted provided that the following conditions are michael@0: * met: michael@0: * michael@0: * * Redistributions of source code must retain the above copyright michael@0: * notice, this list of conditions and the following disclaimer. michael@0: * * Redistributions in binary form must reproduce the above michael@0: * copyright notice, this list of conditions and the following disclaimer michael@0: * in the documentation and/or other materials provided with the michael@0: * distribution. michael@0: * * Neither the name of Google Inc. nor the names of its michael@0: * contributors may be used to endorse or promote products derived from michael@0: * this software without specific prior written permission. michael@0: * michael@0: * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS michael@0: * AS IS AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT michael@0: * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR michael@0: * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT michael@0: * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, michael@0: * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT michael@0: * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, michael@0: * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY michael@0: * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT michael@0: * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE michael@0: * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. michael@0: */ michael@0: michael@0: uniform mat2 mval2; michael@0: uniform mat3 mval3; michael@0: uniform mat4 mval4; michael@0: michael@0: void main() michael@0: { michael@0: gl_Position = vec4(mval2 * vec2(1.0, 2.0), 0.0, 0.0) michael@0: + vec4(mval3 * vec3(1.0, 2.0, 3.0), 0.0) michael@0: + mval4 * vec4(1.0, 2.0, 3.0, 4.0); michael@0: }