39 lines
1004 B
GLSL
39 lines
1004 B
GLSL
#version 310 es
|
|
precision mediump float;
|
|
|
|
struct vertexUniformBuffer1 {
|
|
mat2 transform1;
|
|
};
|
|
|
|
struct vertexUniformBuffer2 {
|
|
mat2 transform2;
|
|
};
|
|
|
|
layout(binding = 0) uniform vertexUniformBuffer1_1 {
|
|
mat2 transform1;
|
|
} x_20;
|
|
|
|
layout(binding = 0) uniform vertexUniformBuffer2_1 {
|
|
mat2 transform2;
|
|
} x_26;
|
|
|
|
vec4 tint_symbol(uint tint_symbol_1) {
|
|
vec2 indexable[3] = vec2[3](vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f));
|
|
mat2 x_23 = x_20.transform1;
|
|
mat2 x_28 = x_26.transform2;
|
|
uint x_46 = tint_symbol_1;
|
|
vec2 tint_symbol_2[3] = vec2[3](vec2(-1.0f, 1.0f), vec2(1.0f, 1.0f), vec2(-1.0f, -1.0f));
|
|
indexable = tint_symbol_2;
|
|
vec2 x_51 = indexable[x_46];
|
|
vec2 x_52 = (mat2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51);
|
|
return vec4(x_52.x, x_52.y, 0.0f, 1.0f);
|
|
}
|
|
|
|
void main() {
|
|
vec4 inner_result = tint_symbol(uint(gl_VertexID));
|
|
gl_Position = inner_result;
|
|
gl_Position.y = -(gl_Position.y);
|
|
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
|
|
return;
|
|
}
|