| #version 310 es |
| precision mediump float; |
| |
| struct Output { |
| vec4 Position; |
| vec4 color; |
| }; |
| struct tint_symbol_3 { |
| uint VertexIndex; |
| uint InstanceIndex; |
| }; |
| struct tint_symbol_4 { |
| vec4 color; |
| vec4 Position; |
| }; |
| |
| Output tint_symbol_inner(uint VertexIndex, uint InstanceIndex) { |
| vec2 zv[4] = vec2[4](vec2(0.200000003f, 0.200000003f), vec2(0.300000012f, 0.300000012f), vec2(-0.100000001f, -0.100000001f), vec2(1.100000024f, 1.100000024f)); |
| float z = zv[InstanceIndex].x; |
| Output tint_symbol_1 = Output(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| tint_symbol_1.Position = vec4(0.5f, 0.5f, z, 1.0f); |
| vec4 colors[4] = vec4[4](vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f), vec4(1.0f, 1.0f, 1.0f, 1.0f)); |
| tint_symbol_1.color = colors[InstanceIndex]; |
| return tint_symbol_1; |
| } |
| |
| tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) { |
| Output inner_result = tint_symbol_inner(tint_symbol_2.VertexIndex, tint_symbol_2.InstanceIndex); |
| tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| wrapper_result.Position = inner_result.Position; |
| wrapper_result.color = inner_result.color; |
| return wrapper_result; |
| } |
| out vec4 color; |
| void main() { |
| tint_symbol_3 inputs; |
| inputs.VertexIndex = uint(gl_VertexID); |
| inputs.InstanceIndex = uint(gl_InstanceID); |
| tint_symbol_4 outputs; |
| outputs = tint_symbol(inputs); |
| color = outputs.color; |
| gl_Position = outputs.Position; |
| gl_Position.y = -gl_Position.y; |
| } |
| |
| |