| struct vertexUniformBuffer1 { |
| transform1 : mat2x2<f32>, |
| } |
| |
| struct vertexUniformBuffer2 { |
| transform2 : mat2x2<f32>, |
| } |
| |
| @group(0) @binding(0) var<uniform> x_20 : vertexUniformBuffer1; |
| |
| @group(1) @binding(0) var<uniform> x_26 : vertexUniformBuffer2; |
| |
| @vertex |
| fn main(@builtin(vertex_index) gl_VertexIndex : u32) -> @builtin(position) vec4<f32> { |
| var indexable : array<vec2<f32>, 3>; |
| let x_23 : mat2x2<f32> = x_20.transform1; |
| let x_28 : mat2x2<f32> = x_26.transform2; |
| let x_46 : u32 = gl_VertexIndex; |
| indexable = array<vec2<f32>, 3>(vec2<f32>(-(1.0), 1.0), vec2<f32>(1.0, 1.0), vec2<f32>(-(1.0), -(1.0))); |
| let x_51 : vec2<f32> = indexable[x_46]; |
| let x_52 : vec2<f32> = (mat2x2<f32>((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51); |
| return vec4<f32>(x_52.x, x_52.y, 0.0, 1.0); |
| } |