| #version 310 es |
| |
| |
| struct tint_immediate_struct { |
| uint tint_first_instance; |
| }; |
| |
| struct VertexInputs0 { |
| uint vertex_index; |
| int loc0; |
| }; |
| |
| struct VertexInputs1 { |
| uint loc1; |
| vec4 loc3; |
| }; |
| |
| layout(location = 0) uniform tint_immediate_struct tint_immediates; |
| layout(location = 0) in int main_loc0_Input; |
| layout(location = 1) in uint main_loc1_Input; |
| layout(location = 2) in uint main_loc2_Input; |
| layout(location = 3) in vec4 main_loc3_Input; |
| vec4 main_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { |
| uint foo = (inputs0.vertex_index + instance_index); |
| return vec4(0.0f); |
| } |
| void main() { |
| uint v = uint(gl_VertexID); |
| VertexInputs0 v_1 = VertexInputs0(v, main_loc0_Input); |
| uint v_2 = main_loc1_Input; |
| uint v_3 = uint(gl_InstanceID); |
| uint v_4 = (v_3 + tint_immediates.tint_first_instance); |
| vec4 v_5 = main_inner(v_1, v_2, v_4, VertexInputs1(main_loc2_Input, main_loc3_Input)); |
| gl_Position = vec4(v_5.x, -(v_5.y), ((2.0f * v_5.z) - v_5.w), v_5.w); |
| gl_PointSize = 1.0f; |
| } |