| #version 310 es |
| |
| layout(location = 0) in vec4 cur_position_1; |
| layout(location = 1) in vec4 color_1; |
| layout(location = 0) out vec4 vtxFragColor_1; |
| layout(binding = 0) uniform Uniforms_ubo { |
| mat4 modelViewProjectionMatrix; |
| } uniforms; |
| |
| struct VertexInput { |
| vec4 cur_position; |
| vec4 color; |
| }; |
| |
| struct VertexOutput { |
| vec4 vtxFragColor; |
| vec4 Position; |
| }; |
| |
| VertexOutput vtx_main(VertexInput tint_symbol) { |
| VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| tint_symbol_1.Position = (uniforms.modelViewProjectionMatrix * tint_symbol.cur_position); |
| tint_symbol_1.vtxFragColor = tint_symbol.color; |
| return tint_symbol_1; |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| VertexInput tint_symbol_2 = VertexInput(cur_position_1, color_1); |
| VertexOutput inner_result = vtx_main(tint_symbol_2); |
| vtxFragColor_1 = inner_result.vtxFragColor; |
| gl_Position = inner_result.Position; |
| 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) in vec4 fragColor_1; |
| layout(location = 0) out vec4 value; |
| struct Uniforms { |
| mat4 modelViewProjectionMatrix; |
| }; |
| |
| struct VertexInput { |
| vec4 cur_position; |
| vec4 color; |
| }; |
| |
| struct VertexOutput { |
| vec4 vtxFragColor; |
| vec4 Position; |
| }; |
| |
| vec4 frag_main(vec4 fragColor) { |
| return fragColor; |
| } |
| |
| void main() { |
| vec4 inner_result = frag_main(fragColor_1); |
| value = inner_result; |
| return; |
| } |