| #version 310 es |
| |
| const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f)); |
| vec4 vtx_main(uint VertexIndex) { |
| return vec4(pos[VertexIndex], 0.0f, 1.0f); |
| } |
| |
| void main() { |
| vec4 inner_result = vtx_main(uint(gl_VertexID)); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |
| #version 310 es |
| precision mediump float; |
| |
| layout(location = 0) out vec4 value; |
| vec4 frag_main() { |
| return vec4(1.0f, 0.0f, 0.0f, 1.0f); |
| } |
| |
| void main() { |
| vec4 inner_result = frag_main(); |
| value = inner_result; |
| return; |
| } |