#version 310 es precision mediump float; layout (binding = 0) uniform Uniforms_1 { vec2 u_scale; vec2 u_offset; } uniforms; struct VertexOutputs { vec2 texcoords; vec4 position; }; struct tint_symbol_2 { uint VertexIndex; }; struct tint_symbol_3 { vec2 texcoords; vec4 position; }; VertexOutputs vs_main_inner(uint VertexIndex) { vec2 texcoord[3] = vec2[3](vec2(-0.5f, 0.0f), vec2(1.5f, 0.0f), vec2(0.5f, 2.0f)); VertexOutputs tint_symbol = VertexOutputs(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); tint_symbol.position = vec4(((texcoord[VertexIndex] * 2.0f) - vec2(1.0f, 1.0f)), 0.0f, 1.0f); bool flipY = (uniforms.u_scale.y < 0.0f); if (flipY) { tint_symbol.texcoords = ((((texcoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f)); } else { tint_symbol.texcoords = ((((texcoord[VertexIndex] * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f)) * uniforms.u_scale) + uniforms.u_offset); } return tint_symbol; } struct tint_symbol_5 { vec2 texcoord; }; struct tint_symbol_6 { vec4 value; }; tint_symbol_3 vs_main(tint_symbol_2 tint_symbol_1) { VertexOutputs inner_result = vs_main_inner(tint_symbol_1.VertexIndex); tint_symbol_3 wrapper_result = tint_symbol_3(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.texcoords = inner_result.texcoords; wrapper_result.position = inner_result.position; return wrapper_result; } out vec2 texcoords; void main() { tint_symbol_2 inputs; inputs.VertexIndex = uint(gl_VertexID); tint_symbol_3 outputs; outputs = vs_main(inputs); texcoords = outputs.texcoords; gl_Position = outputs.position; gl_Position.y = -gl_Position.y; } #version 310 es precision mediump float; struct VertexOutputs { vec2 texcoords; vec4 position; }; struct tint_symbol_2 { uint VertexIndex; }; struct tint_symbol_3 { vec2 texcoords; vec4 position; }; uniform highp sampler2D myTexture; struct tint_symbol_5 { vec2 texcoord; }; struct tint_symbol_6 { vec4 value; }; vec4 fs_main_inner(vec2 texcoord) { vec2 clampedTexcoord = clamp(texcoord, vec2(0.0f, 0.0f), vec2(1.0f, 1.0f)); if (!(all(equal(clampedTexcoord, texcoord)))) { discard; } vec4 srcColor = texture(myTexture, texcoord); return srcColor; } tint_symbol_6 fs_main(tint_symbol_5 tint_symbol_4) { vec4 inner_result_1 = fs_main_inner(tint_symbol_4.texcoord); tint_symbol_6 wrapper_result_1 = tint_symbol_6(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result_1.value = inner_result_1; return wrapper_result_1; } in vec2 texcoord; out vec4 value; void main() { tint_symbol_5 inputs; inputs.texcoord = texcoord; tint_symbol_6 outputs; outputs = fs_main(inputs); value = outputs.value; }