48 lines
1.1 KiB
GLSL
48 lines
1.1 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[2];
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};
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layout(binding = 0) uniform buf0_1 {
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strided_arr x_GLF_uniform_float_values[2];
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} x_5;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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float x_23 = x_5.x_GLF_uniform_float_values[1].el;
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if ((inversesqrt(x_23) < -1.0f)) {
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float x_30 = x_5.x_GLF_uniform_float_values[0].el;
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x_GLF_color = vec4(x_30, x_30, x_30, x_30);
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} else {
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float x_33 = x_5.x_GLF_uniform_float_values[1].el;
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float x_35 = x_5.x_GLF_uniform_float_values[0].el;
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float x_37 = x_5.x_GLF_uniform_float_values[0].el;
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float x_39 = x_5.x_GLF_uniform_float_values[1].el;
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x_GLF_color = vec4(x_33, x_35, x_37, x_39);
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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() {
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main_1();
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main_out tint_symbol_1 = main_out(x_GLF_color);
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return tint_symbol_1;
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}
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void main() {
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main_out inner_result = tint_symbol();
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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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