40 lines
882 B
GLSL
40 lines
882 B
GLSL
#version 310 es
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vec4 tint_degrees(vec4 param_0) {
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return param_0 * 57.295779513082322865;
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}
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vec3 tint_degrees_1(vec3 param_0) {
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return param_0 * 57.295779513082322865;
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}
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vec2 tint_degrees_2(vec2 param_0) {
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return param_0 * 57.295779513082322865;
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}
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float tint_degrees_3(float param_0) {
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return param_0 * 57.295779513082322865;
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}
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void tint_symbol() {
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tint_degrees(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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tint_degrees(vec4(1.0f));
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tint_degrees(vec4(1.0f, 2.0f, 3.0f, 4.0f));
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tint_degrees_1(vec3(0.0f, 0.0f, 0.0f));
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tint_degrees_1(vec3(1.0f));
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tint_degrees_1(vec3(1.0f, 2.0f, 3.0f));
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tint_degrees_2(vec2(0.0f, 0.0f));
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tint_degrees_2(vec2(1.0f));
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tint_degrees_2(vec2(1.0f, 2.0f));
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tint_degrees_3(1.0f);
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tint_degrees_3(2.0f);
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tint_degrees_3(3.0f);
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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tint_symbol();
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return;
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}
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