45 lines
971 B
GLSL
45 lines
971 B
GLSL
#version 310 es
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precision mediump float;
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struct tint_symbol_2 {
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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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};
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struct tint_symbol_3 {
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vec4 value;
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};
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vec4 tint_symbol_inner(int loc0, uint loc1, float loc2, vec4 loc3) {
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int i = loc0;
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uint u = loc1;
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float f = loc2;
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vec4 v = loc3;
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
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vec4 inner_result = tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3);
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tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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in int loc0;
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in uint loc1;
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in float loc2;
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in vec4 loc3;
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void main() {
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tint_symbol_2 inputs;
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inputs.loc0 = loc0;
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inputs.loc1 = loc1;
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inputs.loc2 = loc2;
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inputs.loc3 = loc3;
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tint_symbol_3 outputs;
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outputs = tint_symbol(inputs);
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gl_Position = outputs.value;
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gl_Position.y = -gl_Position.y;
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}
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