32 lines
650 B
GLSL
32 lines
650 B
GLSL
#version 310 es
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int vec4f() {
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return 0;
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}
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float vec2f(int i) {
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return float(i);
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}
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bool vec2i(float f) {
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return bool(f);
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}
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vec4 tint_symbol(uint VertexIndex) {
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vec4 tint_symbol_1 = vec4(0.0f);
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vec4 tint_symbol_2 = vec4(1.0f);
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int tint_symbol_3 = vec4f();
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float tint_symbol_4 = vec2f(tint_symbol_3);
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bool tint_symbol_5 = vec2i(tint_symbol_4);
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return (tint_symbol_5 ? tint_symbol_2 : tint_symbol_1);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = tint_symbol(uint(gl_VertexID));
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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