| #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 uniforms_block_1_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 vtx_main_loc0_Output; |
| VertexOutput vtx_main_inner(VertexInput tint_symbol) { |
| VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f), vec4(0.0f)); |
| tint_symbol_1.Position = (v.inner.modelViewProjectionMatrix * tint_symbol.cur_position); |
| tint_symbol_1.vtxFragColor = tint_symbol.color; |
| return tint_symbol_1; |
| } |
| void main() { |
| VertexOutput v_1 = vtx_main_inner(VertexInput(vtx_main_loc0_Input, vtx_main_loc1_Input)); |
| vtx_main_loc0_Output = v_1.vtxFragColor; |
| gl_Position = v_1.Position; |
| 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) in vec4 frag_main_loc0_Input; |
| 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(frag_main_loc0_Input); |
| } |