32 lines
804 B
GLSL
32 lines
804 B
GLSL
#version 310 es
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precision mediump float;
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layout(location = 0) flat out int loc0_1;
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layout(location = 1) flat out uint loc1_1;
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layout(location = 2) out float loc2_1;
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layout(location = 3) out vec4 loc3_1;
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struct VertexOutputs {
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int loc0;
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uint loc1;
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float loc2;
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vec4 loc3;
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vec4 position;
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};
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VertexOutputs tint_symbol() {
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VertexOutputs tint_symbol_1 = VertexOutputs(1, 1u, 1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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return tint_symbol_1;
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}
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void main() {
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VertexOutputs inner_result = tint_symbol();
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loc0_1 = inner_result.loc0;
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loc1_1 = inner_result.loc1;
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loc2_1 = inner_result.loc2;
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loc3_1 = inner_result.loc3;
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gl_Position = inner_result.position;
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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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