39 lines
818 B
GLSL
39 lines
818 B
GLSL
#version 310 es
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precision mediump float;
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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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return;
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}
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struct main_out {
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vec4 tint_symbol;
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};
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struct tint_symbol_2 {
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vec4 tint_symbol;
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};
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main_out tint_symbol_1_inner() {
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main_1();
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main_out tint_symbol_3 = main_out(tint_symbol);
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return tint_symbol_3;
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}
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tint_symbol_2 tint_symbol_1() {
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main_out inner_result = tint_symbol_1_inner();
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tint_symbol_2 wrapper_result = tint_symbol_2(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.tint_symbol = inner_result.tint_symbol;
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return wrapper_result;
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}
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void main() {
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tint_symbol_2 outputs;
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outputs = tint_symbol_1();
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gl_Position = outputs.tint_symbol;
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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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