2021-11-16 15:15:36 +00:00
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#version 310 es
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precision mediump float;
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struct tint_padded_array_element {
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float el;
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};
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2021-12-09 15:45:03 +00:00
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struct LeftOver {
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mat4 worldViewProjection;
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float time;
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mat4 test2[2];
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tint_padded_array_element test[4];
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};
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2021-11-16 15:15:36 +00:00
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vec3 position = vec3(0.0f, 0.0f, 0.0f);
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layout (binding = 2) uniform LeftOver_1 {
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mat4 worldViewProjection;
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float time;
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mat4 test2[2];
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tint_padded_array_element test[4];
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} x_14;
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vec2 vUV = vec2(0.0f, 0.0f);
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vec2 uv = vec2(0.0f, 0.0f);
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vec3 normal = vec3(0.0f, 0.0f, 0.0f);
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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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vec4 q = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec3 p = vec3(0.0f, 0.0f, 0.0f);
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vec3 x_13 = position;
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q = vec4(x_13.x, x_13.y, x_13.z, 1.0f);
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vec4 x_21 = q;
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p = vec3(x_21.x, x_21.y, x_21.z);
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float x_27 = p.x;
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float x_41 = x_14.test[0].el;
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float x_45 = position.y;
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float x_49 = x_14.time;
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p.x = (x_27 + sin(((x_41 * x_45) + x_49)));
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float x_55 = p.y;
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float x_57 = x_14.time;
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p.y = (x_55 + sin((x_57 + 4.0f)));
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mat4 x_69 = x_14.worldViewProjection;
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vec3 x_70 = p;
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tint_symbol = (x_69 * vec4(x_70.x, x_70.y, x_70.z, 1.0f));
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vUV = uv;
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float x_87 = tint_symbol.y;
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tint_symbol.y = (x_87 * -1.0f);
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return;
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}
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struct main_out {
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vec4 tint_symbol;
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vec2 vUV_1;
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};
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struct tint_symbol_3 {
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vec3 position_param;
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vec3 normal_param;
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vec2 uv_param;
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};
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struct tint_symbol_4 {
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vec2 vUV_1;
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vec4 tint_symbol;
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};
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main_out tint_symbol_1_inner(vec3 position_param, vec2 uv_param, vec3 normal_param) {
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position = position_param;
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uv = uv_param;
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normal = normal_param;
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main_1();
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main_out tint_symbol_5 = main_out(tint_symbol, vUV);
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return tint_symbol_5;
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}
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tint_symbol_4 tint_symbol_1(tint_symbol_3 tint_symbol_2) {
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main_out inner_result = tint_symbol_1_inner(tint_symbol_2.position_param, tint_symbol_2.uv_param, tint_symbol_2.normal_param);
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tint_symbol_4 wrapper_result = tint_symbol_4(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.tint_symbol = inner_result.tint_symbol;
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wrapper_result.vUV_1 = inner_result.vUV_1;
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return wrapper_result;
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}
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in vec3 position_param;
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in vec3 normal_param;
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in vec2 uv_param;
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out vec2 vUV_1;
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void main() {
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tint_symbol_3 inputs;
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inputs.position_param = position_param;
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inputs.normal_param = normal_param;
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inputs.uv_param = uv_param;
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tint_symbol_4 outputs;
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outputs = tint_symbol_1(inputs);
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vUV_1 = outputs.vUV_1;
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gl_Position = outputs.tint_symbol;
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gl_Position.y = -gl_Position.y;
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}
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