16 lines
416 B
GLSL
16 lines
416 B
GLSL
#version 310 es
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precision mediump float;
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vec4 tint_symbol(uint vertex_index, uint instance_index) {
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uint foo = (vertex_index + instance_index);
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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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vec4 inner_result = tint_symbol(uint(gl_VertexID), uint(gl_InstanceID));
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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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