69 lines
1.4 KiB
GLSL
69 lines
1.4 KiB
GLSL
#version 310 es
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precision mediump float;
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const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
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struct tint_symbol_1 {
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uint VertexIndex;
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};
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struct tint_symbol_2 {
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vec4 value;
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};
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vec4 vtx_main_inner(uint VertexIndex) {
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return vec4(pos[VertexIndex], 0.0f, 1.0f);
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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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tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) {
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vec4 inner_result = vtx_main_inner(tint_symbol.VertexIndex);
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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.value = inner_result;
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return wrapper_result;
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}
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void main() {
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tint_symbol_1 inputs;
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inputs.VertexIndex = uint(gl_VertexID);
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tint_symbol_2 outputs;
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outputs = vtx_main(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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#version 310 es
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precision mediump float;
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struct tint_symbol_1 {
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uint VertexIndex;
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};
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struct tint_symbol_2 {
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vec4 value;
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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 frag_main_inner() {
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return vec4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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tint_symbol_3 frag_main() {
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vec4 inner_result_1 = frag_main_inner();
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tint_symbol_3 wrapper_result_1 = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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layout(location = 0) out vec4 value;
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void main() {
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tint_symbol_3 outputs;
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outputs = frag_main();
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value = outputs.value;
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}
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