| #version 310 es |
| |
| vec4 vtx_main_inner(uint VertexIndex) { |
| return vec4(vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f), vec2(0.5f, -0.5f))[VertexIndex], 0.0f, 1.0f); |
| } |
| void main() { |
| gl_Position = vtx_main_inner(uint(gl_VertexID)); |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| gl_PointSize = 1.0f; |
| } |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(location = 0) out vec4 frag_main_loc0_Output; |
| vec4 frag_main_inner() { |
| return vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } |
| void main() { |
| frag_main_loc0_Output = frag_main_inner(); |
| } |