#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(); | |
} |