47 lines
1.5 KiB
GLSL
47 lines
1.5 KiB
GLSL
#version 310 es
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precision mediump float;
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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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struct tint_symbol_3 {
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uint VertexIndex;
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uint InstanceIndex;
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};
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struct tint_symbol_4 {
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vec4 color;
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vec4 Position;
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};
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Output tint_symbol_inner(uint VertexIndex, uint InstanceIndex) {
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vec2 zv[4] = vec2[4](vec2(0.200000003f, 0.200000003f), vec2(0.300000012f, 0.300000012f), vec2(-0.100000001f, -0.100000001f), vec2(1.100000024f, 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, 1.0f, 1.0f, 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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tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
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Output inner_result = tint_symbol_inner(tint_symbol_2.VertexIndex, tint_symbol_2.InstanceIndex);
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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.Position = inner_result.Position;
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wrapper_result.color = inner_result.color;
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return wrapper_result;
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}
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out vec4 color;
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void main() {
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tint_symbol_3 inputs;
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inputs.VertexIndex = uint(gl_VertexID);
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inputs.InstanceIndex = uint(gl_InstanceID);
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tint_symbol_4 outputs;
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outputs = tint_symbol(inputs);
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color = outputs.color;
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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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