#version 310 es | |
struct S { | |
mat4 matrix_view; | |
mat3 matrix_normal; | |
}; | |
layout(binding = 0, std140) uniform tint_symbol_block_ubo { | |
S inner; | |
} tint_symbol; | |
vec4 tint_symbol_1() { | |
float x = tint_symbol.inner.matrix_view[0].z; | |
return vec4(x, 0.0f, 0.0f, 1.0f); | |
} | |
void main() { | |
gl_PointSize = 1.0; | |
vec4 inner_result = tint_symbol_1(); | |
gl_Position = inner_result; | |
gl_Position.y = -(gl_Position.y); | |
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
return; | |
} |