#version 310 es layout(location = 0) in vec3 position_param_1; layout(location = 2) in vec2 uv_param_1; layout(location = 1) in vec3 normal_param_1; layout(location = 0) out vec2 vUV_1_1; struct strided_arr { float el; }; struct LeftOver { mat4 worldViewProjection; float time; mat4 test2[2]; strided_arr test[4]; }; vec3 position = vec3(0.0f, 0.0f, 0.0f); layout(binding = 2) uniform LeftOver_1 { mat4 worldViewProjection; float time; mat4 test2[2]; strided_arr test[4]; } x_14; vec2 vUV = vec2(0.0f, 0.0f); vec2 uv = vec2(0.0f, 0.0f); vec3 normal = vec3(0.0f, 0.0f, 0.0f); vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { vec4 q = vec4(0.0f, 0.0f, 0.0f, 0.0f); vec3 p = vec3(0.0f, 0.0f, 0.0f); vec3 x_13 = position; q = vec4(x_13.x, x_13.y, x_13.z, 1.0f); vec4 x_21 = q; p = vec3(x_21.x, x_21.y, x_21.z); float x_27 = p.x; float x_41 = x_14.test[0].el; float x_45 = position.y; float x_49 = x_14.time; p.x = (x_27 + sin(((x_41 * x_45) + x_49))); float x_55 = p.y; float x_57 = x_14.time; p.y = (x_55 + sin((x_57 + 4.0f))); mat4 x_69 = x_14.worldViewProjection; vec3 x_70 = p; tint_symbol = (x_69 * vec4(x_70.x, x_70.y, x_70.z, 1.0f)); vUV = uv; float x_87 = tint_symbol.y; tint_symbol.y = (x_87 * -1.0f); return; } struct main_out { vec4 tint_symbol; vec2 vUV_1; }; main_out tint_symbol_1(vec3 position_param, vec2 uv_param, vec3 normal_param) { position = position_param; uv = uv_param; normal = normal_param; main_1(); main_out tint_symbol_2 = main_out(tint_symbol, vUV); return tint_symbol_2; } void main() { main_out inner_result = tint_symbol_1(position_param_1, uv_param_1, normal_param_1); gl_Position = inner_result.tint_symbol; vUV_1_1 = inner_result.vUV_1; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }