blob: af73a2deea9fe5d0d2518cb8949189abcd7f96b9 [file]
#version 310 es
layout(location = 0) uniform uint tint_immediates[2];
vec4 main_inner(uint b) {
float v = uintBitsToFloat(tint_immediates[0u]);
return vec4((v + float(b)));
}
void main() {
uint v_1 = uint(gl_InstanceID);
vec4 v_2 = main_inner((v_1 + tint_immediates[1u]));
gl_Position = vec4(v_2.x, -(v_2.y), ((2.0f * v_2.z) - v_2.w), v_2.w);
gl_PointSize = 1.0f;
}