type Arr = [[stride(64)]] array, 2u>; type Arr_1 = [[stride(16)]] array; struct LeftOver { worldViewProjection : mat4x4; time : f32; [[size(12)]] padding : u32; test2 : Arr; test : Arr_1; }; var position : vec3; [[group(2), binding(2)]] var x_14 : LeftOver; var vUV : vec2; var uv : vec2; var normal : vec3; var gl_Position : vec4; fn main_1() { var q : vec4; var p : vec3; let x_13 : vec3 = position; q = vec4(x_13.x, x_13.y, x_13.z, 1.0); let x_21 : vec4 = q; p = vec3(x_21.x, x_21.y, x_21.z); let x_27 : f32 = p.x; let x_41 : f32 = x_14.test[0]; let x_45 : f32 = position.y; let x_49 : f32 = x_14.time; p.x = (x_27 + sin(((x_41 * x_45) + x_49))); let x_55 : f32 = p.y; let x_57 : f32 = x_14.time; p.y = (x_55 + sin((x_57 + 4.0))); let x_69 : mat4x4 = x_14.worldViewProjection; let x_70 : vec3 = p; gl_Position = (x_69 * vec4(x_70.x, x_70.y, x_70.z, 1.0)); let x_83 : vec2 = uv; vUV = x_83; let x_87 : f32 = gl_Position.y; gl_Position.y = (x_87 * -1.0); return; } struct main_out { [[builtin(position)]] gl_Position : vec4; [[location(0)]] vUV_1 : vec2; }; [[stage(vertex)]] fn main([[location(0)]] position_param : vec3, [[location(2)]] uv_param : vec2, [[location(1)]] normal_param : vec3) -> main_out { position = position_param; uv = uv_param; normal = normal_param; main_1(); return main_out(gl_Position, vUV); }