67 lines
1.5 KiB
GLSL
67 lines
1.5 KiB
GLSL
#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 x_GLF_color_1_1;
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struct strided_arr {
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float el;
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};
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struct buf0 {
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strided_arr x_GLF_uniform_float_values[1];
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};
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struct strided_arr_1 {
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int el;
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};
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struct buf1 {
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strided_arr_1 x_GLF_uniform_int_values[2];
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};
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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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layout(binding = 0) uniform buf0_1 {
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strided_arr x_GLF_uniform_float_values[1];
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} x_8;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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layout(binding = 1) uniform buf1_1 {
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strided_arr_1 x_GLF_uniform_int_values[2];
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} x_10;
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void main_1() {
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float f0 = 0.0f;
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float f1 = 0.0f;
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f0 = uintBitsToFloat(0x7fc00000u);
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f1 = fract(f0);
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float x_38 = tint_symbol.x;
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float x_40 = x_8.x_GLF_uniform_float_values[0].el;
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if ((x_38 > x_40)) {
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int x_46 = x_10.x_GLF_uniform_int_values[1].el;
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int x_49 = x_10.x_GLF_uniform_int_values[0].el;
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int x_52 = x_10.x_GLF_uniform_int_values[0].el;
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int x_55 = x_10.x_GLF_uniform_int_values[1].el;
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x_GLF_color = vec4(float(x_46), float(x_49), float(x_52), float(x_55));
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} else {
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float x_58 = f1;
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x_GLF_color = vec4(x_58, x_58, x_58, x_58);
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}
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return;
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}
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struct main_out {
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vec4 x_GLF_color_1;
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};
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main_out tint_symbol_1(vec4 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
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main_1();
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main_out tint_symbol_3 = main_out(x_GLF_color);
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return tint_symbol_3;
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}
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void main() {
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main_out inner_result = tint_symbol_1(gl_FragCoord);
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x_GLF_color_1_1 = inner_result.x_GLF_color_1;
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return;
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}
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