ebiten/internal/shader/testdata/issue1236.expected.hlsl

8 lines
124 B
HLSL

float4 F0(in float4 l0);
float4 F0(in float4 l0) {
float4 l1 = 0.0;
l1 = mul(l0, float4x4FromScalar(1.0));
return l1;
}