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 VertexInputs {
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uint vertex_index;
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uint instance_index;
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};
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2022-01-26 16:48:55 +00:00
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2021-11-16 15:15:36 +00:00
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struct tint_symbol_2 {
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uint vertex_index;
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uint instance_index;
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};
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2022-01-26 16:48:55 +00:00
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2021-11-16 15:15:36 +00:00
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struct tint_symbol_3 {
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vec4 value;
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};
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vec4 tint_symbol_inner(VertexInputs inputs) {
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uint foo = (inputs.vertex_index + inputs.instance_index);
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
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VertexInputs tint_symbol_4 = VertexInputs(tint_symbol_1.vertex_index, tint_symbol_1.instance_index);
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vec4 inner_result = tint_symbol_inner(tint_symbol_4);
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tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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2022-01-26 16:48:55 +00:00
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2021-11-16 15:15:36 +00:00
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void main() {
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tint_symbol_2 inputs;
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inputs.vertex_index = uint(gl_VertexID);
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inputs.instance_index = uint(gl_InstanceID);
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tint_symbol_3 outputs;
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outputs = tint_symbol(inputs);
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gl_Position = outputs.value;
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2022-01-26 14:45:55 +00:00
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gl_Position.z = 2.0 * gl_Position.z - gl_Position.w;
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2021-11-16 15:15:36 +00:00
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gl_Position.y = -gl_Position.y;
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}
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