28 lines
947 B
GLSL
28 lines
947 B
GLSL
#version 310 es
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layout(location = 0) out vec4 color_1;
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struct Output {
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vec4 Position;
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vec4 color;
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};
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Output tint_symbol(uint VertexIndex, uint InstanceIndex) {
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vec2 zv[4] = vec2[4](vec2(0.200000003f), vec2(0.300000012f), vec2(-0.100000001f), vec2(1.100000024f));
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float z = zv[InstanceIndex].x;
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Output tint_symbol_1 = Output(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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tint_symbol_1.Position = vec4(0.5f, 0.5f, z, 1.0f);
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vec4 colors[4] = vec4[4](vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f), vec4(1.0f));
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tint_symbol_1.color = colors[InstanceIndex];
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return tint_symbol_1;
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}
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void main() {
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gl_PointSize = 1.0;
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Output inner_result = tint_symbol(uint(gl_VertexID), uint(gl_InstanceID));
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gl_Position = inner_result.Position;
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color_1 = inner_result.color;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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