38 lines
979 B
GLSL
38 lines
979 B
GLSL
#version 310 es
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struct vertexUniformBuffer1 {
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mat2 transform1;
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};
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struct vertexUniformBuffer2 {
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mat2 transform2;
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};
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layout(binding = 0) uniform vertexUniformBuffer1_1 {
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mat2 transform1;
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} x_20;
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layout(binding = 0) uniform vertexUniformBuffer2_1 {
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mat2 transform2;
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} x_26;
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vec4 tint_symbol(uint tint_symbol_1) {
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vec2 indexable[3] = vec2[3](vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f));
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mat2 x_23 = x_20.transform1;
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mat2 x_28 = x_26.transform2;
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uint x_46 = tint_symbol_1;
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vec2 tint_symbol_2[3] = vec2[3](vec2(-1.0f, 1.0f), vec2(1.0f, 1.0f), vec2(-1.0f, -1.0f));
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indexable = tint_symbol_2;
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vec2 x_51 = indexable[x_46];
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vec2 x_52 = (mat2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51);
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return vec4(x_52.x, x_52.y, 0.0f, 1.0f);
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}
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void main() {
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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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