38 lines
942 B
GLSL
38 lines
942 B
GLSL
#version 310 es
|
|
#extension GL_AMD_gpu_shader_half_float : require
|
|
|
|
layout(location = 0) in int loc0_1;
|
|
layout(location = 1) in uint loc1_1;
|
|
layout(location = 2) in float loc2_1;
|
|
layout(location = 3) in vec4 loc3_1;
|
|
layout(location = 4) in float16_t loc4_1;
|
|
layout(location = 5) in f16vec3 loc5_1;
|
|
struct VertexInputs {
|
|
int loc0;
|
|
uint loc1;
|
|
float loc2;
|
|
vec4 loc3;
|
|
float16_t loc4;
|
|
f16vec3 loc5;
|
|
};
|
|
|
|
vec4 tint_symbol(VertexInputs inputs) {
|
|
int i = inputs.loc0;
|
|
uint u = inputs.loc1;
|
|
float f = inputs.loc2;
|
|
vec4 v = inputs.loc3;
|
|
float16_t x = inputs.loc4;
|
|
f16vec3 y = inputs.loc5;
|
|
return vec4(0.0f);
|
|
}
|
|
|
|
void main() {
|
|
gl_PointSize = 1.0;
|
|
VertexInputs tint_symbol_1 = VertexInputs(loc0_1, loc1_1, loc2_1, loc3_1, loc4_1, loc5_1);
|
|
vec4 inner_result = tint_symbol(tint_symbol_1);
|
|
gl_Position = inner_result;
|
|
gl_Position.y = -(gl_Position.y);
|
|
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
|
|
return;
|
|
}
|