2021-05-20 11:55:28 +00:00
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struct Output {
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float4 Position;
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float4 color;
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};
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struct tint_symbol_1 {
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uint VertexIndex : SV_VertexID;
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uint InstanceIndex : SV_InstanceID;
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};
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struct tint_symbol_2 {
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float4 color : TEXCOORD0;
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float4 Position : SV_Position;
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};
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2021-06-16 09:19:36 +00:00
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struct tint_array_wrapper {
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float2 arr[4];
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};
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struct tint_array_wrapper_1 {
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float4 arr[4];
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};
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2021-05-20 11:55:28 +00:00
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tint_symbol_2 main(tint_symbol_1 tint_symbol) {
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const uint VertexIndex = tint_symbol.VertexIndex;
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const uint InstanceIndex = tint_symbol.InstanceIndex;
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2021-06-16 17:42:53 +00:00
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tint_array_wrapper zv = {{float2(0.200000003f, 0.200000003f), float2(0.300000012f, 0.300000012f), float2(-0.100000001f, -0.100000001f), float2(1.100000024f, 1.100000024f)}};
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2021-06-16 09:19:36 +00:00
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const float z = zv.arr[InstanceIndex].x;
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2021-07-02 19:27:42 +00:00
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Output output = (Output)0;
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2021-05-20 11:55:28 +00:00
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output.Position = float4(0.5f, 0.5f, z, 1.0f);
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2021-06-16 17:42:53 +00:00
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tint_array_wrapper_1 colors = {{float4(1.0f, 0.0f, 0.0f, 1.0f), float4(0.0f, 1.0f, 0.0f, 1.0f), float4(0.0f, 0.0f, 1.0f, 1.0f), float4(1.0f, 1.0f, 1.0f, 1.0f)}};
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2021-06-16 09:19:36 +00:00
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output.color = colors.arr[InstanceIndex];
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2021-05-20 11:55:28 +00:00
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const tint_symbol_2 tint_symbol_3 = {output.color, output.Position};
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return tint_symbol_3;
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}
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