| // | |
| // vtx_main | |
| // | |
| #version 310 es | |
| struct VertexOutput { | |
| vec4 vtxFragColor; | |
| vec4 Position; | |
| }; | |
| struct VertexInput { | |
| vec4 cur_position; | |
| vec4 color; | |
| }; | |
| layout(binding = 0, std140) | |
| uniform v_uniforms_block_ubo { | |
| uvec4 inner[4]; | |
| } 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; | |
| mat4 v_1(uint start_byte_offset) { | |
| return mat4(uintBitsToFloat(v.inner[(start_byte_offset / 16u)]), uintBitsToFloat(v.inner[((16u + start_byte_offset) / 16u)]), uintBitsToFloat(v.inner[((32u + start_byte_offset) / 16u)]), uintBitsToFloat(v.inner[((48u + start_byte_offset) / 16u)])); | |
| } | |
| VertexOutput vtx_main_inner(VertexInput v_2) { | |
| VertexOutput v_3 = VertexOutput(vec4(0.0f), vec4(0.0f)); | |
| v_3.Position = (v_1(0u) * v_2.cur_position); | |
| v_3.vtxFragColor = v_2.color; | |
| return v_3; | |
| } | |
| void main() { | |
| VertexOutput v_4 = vtx_main_inner(VertexInput(vtx_main_loc0_Input, vtx_main_loc1_Input)); | |
| tint_interstage_location0 = v_4.vtxFragColor; | |
| gl_Position = vec4(v_4.Position.x, -(v_4.Position.y), ((2.0f * v_4.Position.z) - v_4.Position.w), v_4.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); | |
| } |