110 lines
2.4 KiB
GLSL
110 lines
2.4 KiB
GLSL
#version 310 es
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precision mediump float;
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layout (binding = 0) uniform Uniforms_1 {
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mat4 modelViewProjectionMatrix;
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} uniforms;
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struct VertexInput {
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vec4 cur_position;
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vec4 color;
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};
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struct VertexOutput {
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vec4 vtxFragColor;
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vec4 Position;
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};
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struct tint_symbol_3 {
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vec4 cur_position;
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vec4 color;
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};
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struct tint_symbol_4 {
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vec4 vtxFragColor;
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vec4 Position;
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};
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VertexOutput vtx_main_inner(VertexInput tint_symbol) {
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VertexOutput tint_symbol_1 = VertexOutput(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 = (uniforms.modelViewProjectionMatrix * tint_symbol.cur_position);
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tint_symbol_1.vtxFragColor = tint_symbol.color;
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return tint_symbol_1;
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}
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struct tint_symbol_6 {
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vec4 fragColor;
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};
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struct tint_symbol_7 {
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vec4 value;
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};
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tint_symbol_4 vtx_main(tint_symbol_3 tint_symbol_2) {
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VertexInput tint_symbol_8 = VertexInput(tint_symbol_2.cur_position, tint_symbol_2.color);
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VertexOutput inner_result = vtx_main_inner(tint_symbol_8);
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tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.vtxFragColor = inner_result.vtxFragColor;
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wrapper_result.Position = inner_result.Position;
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return wrapper_result;
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}
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in vec4 cur_position;
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in vec4 color;
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out vec4 vtxFragColor;
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void main() {
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tint_symbol_3 inputs;
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inputs.cur_position = cur_position;
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inputs.color = color;
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tint_symbol_4 outputs;
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outputs = vtx_main(inputs);
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vtxFragColor = outputs.vtxFragColor;
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gl_Position = outputs.Position;
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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 VertexInput {
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vec4 cur_position;
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vec4 color;
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};
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struct VertexOutput {
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vec4 vtxFragColor;
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vec4 Position;
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};
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struct tint_symbol_3 {
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vec4 cur_position;
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vec4 color;
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};
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struct tint_symbol_4 {
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vec4 vtxFragColor;
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vec4 Position;
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};
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struct tint_symbol_6 {
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vec4 fragColor;
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};
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struct tint_symbol_7 {
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vec4 value;
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};
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vec4 frag_main_inner(vec4 fragColor) {
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return fragColor;
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}
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tint_symbol_7 frag_main(tint_symbol_6 tint_symbol_5) {
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vec4 inner_result_1 = frag_main_inner(tint_symbol_5.fragColor);
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tint_symbol_7 wrapper_result_1 = tint_symbol_7(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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in vec4 fragColor;
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out vec4 value;
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void main() {
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tint_symbol_6 inputs;
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inputs.fragColor = fragColor;
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tint_symbol_7 outputs;
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outputs = frag_main(inputs);
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value = outputs.value;
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}
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