36 lines
972 B
GLSL
36 lines
972 B
GLSL
#version 310 es
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precision mediump float;
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layout(location = 0) in int loc0_1;
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layout(location = 1) in uint loc1_1;
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layout(location = 2) in float loc2_1;
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layout(location = 3) in vec4 loc3_1;
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struct VertexInputs0 {
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uint vertex_index;
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int loc0;
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};
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struct VertexInputs1 {
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float loc2;
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vec4 loc3;
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};
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vec4 tint_symbol(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) {
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uint foo = (inputs0.vertex_index + instance_index);
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int i = inputs0.loc0;
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uint u = loc1;
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float f = inputs1.loc2;
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vec4 v = inputs1.loc3;
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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void main() {
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VertexInputs0 tint_symbol_1 = VertexInputs0(uint(gl_VertexID), loc0_1);
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VertexInputs1 tint_symbol_2 = VertexInputs1(loc2_1, loc3_1);
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vec4 inner_result = tint_symbol(tint_symbol_1, loc1_1, uint(gl_InstanceID), tint_symbol_2);
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gl_Position = inner_result;
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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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