| #version 310 es |
| #extension GL_EXT_blend_func_extended : require |
| precision highp float; |
| precision highp int; |
| |
| layout(location = 0) in vec4 a_1; |
| layout(location = 1) in vec4 b_1; |
| layout(location = 0, index = 0) out vec4 color_1; |
| layout(location = 0, index = 1) out vec4 blend_1; |
| struct FragInput { |
| vec4 a; |
| vec4 b; |
| }; |
| |
| struct FragOutput { |
| vec4 color; |
| vec4 blend; |
| }; |
| |
| FragOutput frag_main(FragInput tint_symbol) { |
| FragOutput tint_symbol_1 = FragOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| tint_symbol_1.color = tint_symbol.a; |
| tint_symbol_1.blend = tint_symbol.b; |
| return tint_symbol_1; |
| } |
| |
| void main() { |
| FragInput tint_symbol_2 = FragInput(a_1, b_1); |
| FragOutput inner_result = frag_main(tint_symbol_2); |
| color_1 = inner_result.color; |
| blend_1 = inner_result.blend; |
| return; |
| } |