| #version 310 es |
| |
| layout(location = 0) in int loc0_1; |
| layout(location = 1) in uint loc1_1; |
| layout(location = 2) in float loc2_1; |
| layout(location = 3) in vec4 loc3_1; |
| struct VertexInputs0 { |
| uint vertex_index; |
| int loc0; |
| }; |
| |
| struct VertexInputs1 { |
| float loc2; |
| vec4 loc3; |
| }; |
| |
| vec4 tint_symbol(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { |
| uint foo = (inputs0.vertex_index + instance_index); |
| int i = inputs0.loc0; |
| uint u = loc1; |
| float f = inputs1.loc2; |
| vec4 v = inputs1.loc3; |
| return vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| |
| void main() { |
| VertexInputs0 tint_symbol_1 = VertexInputs0(uint(gl_VertexID), loc0_1); |
| VertexInputs1 tint_symbol_2 = VertexInputs1(loc2_1, loc3_1); |
| vec4 inner_result = tint_symbol(tint_symbol_1, loc1_1, uint(gl_InstanceID), tint_symbol_2); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |