| #version 310 es |
| |
| |
| struct tint_push_constant_struct { |
| uint tint_first_instance; |
| }; |
| |
| struct VertexInputs0 { |
| uint vertex_index; |
| int loc0; |
| }; |
| |
| struct VertexInputs1 { |
| uint loc1; |
| vec4 loc3; |
| }; |
| |
| layout(location = 0) uniform tint_push_constant_struct tint_push_constants; |
| layout(location = 0) in int tint_symbol_loc0_Input; |
| layout(location = 1) in uint tint_symbol_loc1_Input; |
| layout(location = 2) in uint tint_symbol_loc2_Input; |
| layout(location = 3) in vec4 tint_symbol_loc3_Input; |
| vec4 tint_symbol_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { |
| uint foo = (inputs0.vertex_index + instance_index); |
| return vec4(0.0f); |
| } |
| void main() { |
| uint v = uint(gl_VertexID); |
| VertexInputs0 v_1 = VertexInputs0(v, tint_symbol_loc0_Input); |
| uint v_2 = tint_symbol_loc1_Input; |
| uint v_3 = uint(gl_InstanceID); |
| gl_Position = tint_symbol_inner(v_1, v_2, v_3, VertexInputs1(tint_symbol_loc2_Input, tint_symbol_loc3_Input)); |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| gl_PointSize = 1.0f; |
| } |