67 lines
1.6 KiB
GLSL
67 lines
1.6 KiB
GLSL
#version 310 es
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precision mediump float;
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struct VertexInputs0 {
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uint vertex_index;
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int loc0;
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};
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struct VertexInputs1 {
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float loc2;
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vec4 loc3;
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};
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struct tint_symbol_2 {
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int loc0;
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uint loc1;
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float loc2;
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vec4 loc3;
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uint vertex_index;
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uint instance_index;
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};
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struct tint_symbol_3 {
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vec4 value;
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};
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vec4 tint_symbol_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) {
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uint foo = (inputs0.vertex_index + instance_index);
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int i = inputs0.loc0;
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uint u = loc1;
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float f = inputs1.loc2;
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vec4 v = inputs1.loc3;
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
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VertexInputs0 tint_symbol_4 = VertexInputs0(tint_symbol_1.vertex_index, tint_symbol_1.loc0);
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VertexInputs1 tint_symbol_5 = VertexInputs1(tint_symbol_1.loc2, tint_symbol_1.loc3);
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vec4 inner_result = tint_symbol_inner(tint_symbol_4, tint_symbol_1.loc1, tint_symbol_1.instance_index, tint_symbol_5);
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tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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layout(location = 0) in int loc0;
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layout(location = 1) in uint loc1;
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layout(location = 2) in float loc2;
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layout(location = 3) in vec4 loc3;
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void main() {
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tint_symbol_2 inputs;
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inputs.loc0 = loc0;
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inputs.loc1 = loc1;
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inputs.loc2 = loc2;
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inputs.loc3 = loc3;
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inputs.vertex_index = uint(gl_VertexID);
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inputs.instance_index = uint(gl_InstanceID);
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tint_symbol_3 outputs;
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outputs = tint_symbol(inputs);
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gl_Position = outputs.value;
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gl_Position.z = 2.0 * gl_Position.z - gl_Position.w;
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gl_Position.y = -gl_Position.y;
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}
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