struct Mat4x4_ { mx: vec4; my: vec4; mz: vec4; mw: vec4; }; struct Mat4x3_ { mx: vec4; my: vec4; mz: vec4; }; struct Mat4x2_ { mx: vec4; my: vec4; }; [[block]] struct ub_SceneParams { u_Projection: Mat4x4_; }; [[block]] struct ub_MaterialParams { u_TexMtx: [[stride(32)]] array; u_Misc0_: vec4; }; [[block]] struct ub_PacketParams { u_PosMtx: [[stride(48)]] array; }; struct VertexOutput { [[location(0)]] v_Color: vec4; [[location(1)]] v_TexCoord: vec2; [[builtin(position)]] member: vec4; }; [[group(0), binding(0)]] var global: ub_SceneParams; [[group(0), binding(1)]] var global1: ub_MaterialParams; [[group(0), binding(2)]] var global2: ub_PacketParams; var a_Position1: vec3; var a_UV1: vec2; var a_Color1: vec4; var a_Normal1: vec3; var a_PosMtxIdx1: f32; var v_Color: vec4; var v_TexCoord: vec2; var gl_Position: vec4; fn Mat4x3GetCol0_(m: Mat4x3_) -> vec3 { var m1: Mat4x3_; m1 = m; let _e2: Mat4x3_ = m1; let _e5: Mat4x3_ = m1; let _e8: Mat4x3_ = m1; return vec3(_e2.mx.x, _e5.my.x, _e8.mz.x); } fn Mat4x3GetCol1_(m2: Mat4x3_) -> vec3 { var m3: Mat4x3_; m3 = m2; let _e2: Mat4x3_ = m3; let _e5: Mat4x3_ = m3; let _e8: Mat4x3_ = m3; return vec3(_e2.mx.y, _e5.my.y, _e8.mz.y); } fn Mat4x3GetCol2_(m4: Mat4x3_) -> vec3 { var m5: Mat4x3_; m5 = m4; let _e2: Mat4x3_ = m5; let _e5: Mat4x3_ = m5; let _e8: Mat4x3_ = m5; return vec3(_e2.mx.z, _e5.my.z, _e8.mz.z); } fn Mat4x3GetCol3_(m6: Mat4x3_) -> vec3 { var m7: Mat4x3_; m7 = m6; let _e2: Mat4x3_ = m7; let _e5: Mat4x3_ = m7; let _e8: Mat4x3_ = m7; return vec3(_e2.mx.w, _e5.my.w, _e8.mz.w); } fn Mul(m8: Mat4x4_, v: vec4) -> vec4 { var m9: Mat4x4_; var v1: vec4; m9 = m8; v1 = v; let _e4: Mat4x4_ = m9; let _e6: vec4 = v1; let _e8: Mat4x4_ = m9; let _e10: vec4 = v1; let _e12: Mat4x4_ = m9; let _e14: vec4 = v1; let _e16: Mat4x4_ = m9; let _e18: vec4 = v1; return vec4(dot(_e4.mx, _e6), dot(_e8.my, _e10), dot(_e12.mz, _e14), dot(_e16.mw, _e18)); } fn Mul1(m10: Mat4x3_, v2: vec4) -> vec3 { var m11: Mat4x3_; var v3: vec4; m11 = m10; v3 = v2; let _e4: Mat4x3_ = m11; let _e6: vec4 = v3; let _e8: Mat4x3_ = m11; let _e10: vec4 = v3; let _e12: Mat4x3_ = m11; let _e14: vec4 = v3; return vec3(dot(_e4.mx, _e6), dot(_e8.my, _e10), dot(_e12.mz, _e14)); } fn Mul2(m12: Mat4x2_, v4: vec4) -> vec2 { var m13: Mat4x2_; var v5: vec4; m13 = m12; v5 = v4; let _e4: Mat4x2_ = m13; let _e6: vec4 = v5; let _e8: Mat4x2_ = m13; let _e10: vec4 = v5; return vec2(dot(_e4.mx, _e6), dot(_e8.my, _e10)); } fn Mul3(v6: vec3, m14: Mat4x3_) -> vec4 { var v7: vec3; var m15: Mat4x3_; v7 = v6; m15 = m14; let _e5: Mat4x3_ = m15; let _e6: vec3 = Mat4x3GetCol0_(_e5); let _e7: vec3 = v7; let _e10: Mat4x3_ = m15; let _e11: vec3 = Mat4x3GetCol1_(_e10); let _e12: vec3 = v7; let _e15: Mat4x3_ = m15; let _e16: vec3 = Mat4x3GetCol2_(_e15); let _e17: vec3 = v7; let _e20: Mat4x3_ = m15; let _e21: vec3 = Mat4x3GetCol3_(_e20); let _e22: vec3 = v7; return vec4(dot(_e6, _e7), dot(_e11, _e12), dot(_e16, _e17), dot(_e21, _e22)); } fn _Mat4x4_(n: f32) -> Mat4x4_ { var n1: f32; var o: Mat4x4_; n1 = n; let _e4: f32 = n1; o.mx = vec4(_e4, 0.0, 0.0, 0.0); let _e11: f32 = n1; o.my = vec4(0.0, _e11, 0.0, 0.0); let _e18: f32 = n1; o.mz = vec4(0.0, 0.0, _e18, 0.0); let _e25: f32 = n1; o.mw = vec4(0.0, 0.0, 0.0, _e25); let _e27: Mat4x4_ = o; return _e27; } fn _Mat4x4_1(m16: Mat4x3_) -> Mat4x4_ { var m17: Mat4x3_; var o1: Mat4x4_; m17 = m16; let _e4: Mat4x4_ = _Mat4x4_(1.0); o1 = _e4; let _e7: Mat4x3_ = m17; o1.mx = _e7.mx; let _e10: Mat4x3_ = m17; o1.my = _e10.my; let _e13: Mat4x3_ = m17; o1.mz = _e13.mz; let _e15: Mat4x4_ = o1; return _e15; } fn _Mat4x4_2(m18: Mat4x2_) -> Mat4x4_ { var m19: Mat4x2_; var o2: Mat4x4_; m19 = m18; let _e4: Mat4x4_ = _Mat4x4_(1.0); o2 = _e4; let _e7: Mat4x2_ = m19; o2.mx = _e7.mx; let _e10: Mat4x2_ = m19; o2.my = _e10.my; let _e12: Mat4x4_ = o2; return _e12; } fn _Mat4x3_(n2: f32) -> Mat4x3_ { var n3: f32; var o3: Mat4x3_; n3 = n2; let _e4: f32 = n3; o3.mx = vec4(_e4, 0.0, 0.0, 0.0); let _e11: f32 = n3; o3.my = vec4(0.0, _e11, 0.0, 0.0); let _e18: f32 = n3; o3.mz = vec4(0.0, 0.0, _e18, 0.0); let _e21: Mat4x3_ = o3; return _e21; } fn _Mat4x3_1(m20: Mat4x4_) -> Mat4x3_ { var m21: Mat4x4_; var o4: Mat4x3_; m21 = m20; let _e4: Mat4x4_ = m21; o4.mx = _e4.mx; let _e7: Mat4x4_ = m21; o4.my = _e7.my; let _e10: Mat4x4_ = m21; o4.mz = _e10.mz; let _e12: Mat4x3_ = o4; return _e12; } fn main1() { var t_PosMtx: Mat4x3_; var t_TexSpaceCoord: vec2; let _e15: f32 = a_PosMtxIdx1; let _e18: Mat4x3_ = global2.u_PosMtx[i32(_e15)]; t_PosMtx = _e18; let _e23: Mat4x3_ = t_PosMtx; let _e24: Mat4x4_ = _Mat4x4_1(_e23); let _e25: vec3 = a_Position1; let _e29: Mat4x3_ = t_PosMtx; let _e30: Mat4x4_ = _Mat4x4_1(_e29); let _e31: vec3 = a_Position1; let _e34: vec4 = Mul(_e30, vec4(_e31, 1.0)); let _e35: Mat4x4_ = global.u_Projection; let _e37: Mat4x3_ = t_PosMtx; let _e38: Mat4x4_ = _Mat4x4_1(_e37); let _e39: vec3 = a_Position1; let _e43: Mat4x3_ = t_PosMtx; let _e44: Mat4x4_ = _Mat4x4_1(_e43); let _e45: vec3 = a_Position1; let _e48: vec4 = Mul(_e44, vec4(_e45, 1.0)); let _e49: vec4 = Mul(_e35, _e48); gl_Position = _e49; let _e50: vec4 = a_Color1; v_Color = _e50; let _e52: vec4 = global1.u_Misc0_; if ((_e52.x == 2.0)) { { let _e59: vec3 = a_Normal1; let _e64: Mat4x2_ = global1.u_TexMtx[0]; let _e65: vec3 = a_Normal1; let _e68: vec2 = Mul2(_e64, vec4(_e65, 1.0)); v_TexCoord = _e68.xy; return; } } else { { let _e73: vec2 = a_UV1; let _e79: Mat4x2_ = global1.u_TexMtx[0]; let _e80: vec2 = a_UV1; let _e84: vec2 = Mul2(_e79, vec4(_e80, 1.0, 1.0)); v_TexCoord = _e84.xy; return; } } } [[stage(vertex)]] fn main([[location(0)]] a_Position: vec3, [[location(1)]] a_UV: vec2, [[location(2)]] a_Color: vec4, [[location(3)]] a_Normal: vec3, [[location(4)]] a_PosMtxIdx: f32) -> VertexOutput { a_Position1 = a_Position; a_UV1 = a_UV; a_Color1 = a_Color; a_Normal1 = a_Normal; a_PosMtxIdx1 = a_PosMtxIdx; main1(); let _e11: vec4 = v_Color; let _e13: vec2 = v_TexCoord; let _e15: vec4 = gl_Position; return VertexOutput(_e11, _e13, _e15); }