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