| // |
| // vtx_main |
| // |
| #version 310 es |
| |
| |
| struct Uniforms { |
| mat4 modelViewProjectionMatrix; |
| }; |
| |
| struct VertexOutput { |
| vec4 vtxFragColor; |
| vec4 Position; |
| }; |
| |
| struct VertexInput { |
| vec4 cur_position; |
| vec4 color; |
| }; |
| |
| layout(binding = 0, std140) |
| uniform v_uniforms_block_ubo { |
| Uniforms inner; |
| } v; |
| layout(location = 0) in vec4 vtx_main_loc0_Input; |
| layout(location = 1) in vec4 vtx_main_loc1_Input; |
| layout(location = 0) out vec4 tint_interstage_location0; |
| VertexOutput vtx_main_inner(VertexInput v_1) { |
| VertexOutput v_2 = VertexOutput(vec4(0.0f), vec4(0.0f)); |
| v_2.Position = (v.inner.modelViewProjectionMatrix * v_1.cur_position); |
| v_2.vtxFragColor = v_1.color; |
| return v_2; |
| } |
| void main() { |
| VertexOutput v_3 = vtx_main_inner(VertexInput(vtx_main_loc0_Input, vtx_main_loc1_Input)); |
| tint_interstage_location0 = v_3.vtxFragColor; |
| gl_Position = vec4(v_3.Position.x, -(v_3.Position.y), ((2.0f * v_3.Position.z) - v_3.Position.w), v_3.Position.w); |
| gl_PointSize = 1.0f; |
| } |
| // |
| // frag_main |
| // |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(location = 0) in vec4 tint_interstage_location0; |
| layout(location = 0) out vec4 frag_main_loc0_Output; |
| vec4 frag_main_inner(vec4 fragColor) { |
| return fragColor; |
| } |
| void main() { |
| frag_main_loc0_Output = frag_main_inner(tint_interstage_location0); |
| } |