#version 310 es | |
struct PushConstants { | |
float inner; | |
uint first_instance; | |
}; | |
layout(location=0) uniform PushConstants a; | |
vec4 tint_symbol(uint b) { | |
return vec4((a.inner + float((b + a.first_instance)))); | |
} | |
void main() { | |
gl_PointSize = 1.0; | |
vec4 inner_result = tint_symbol(uint(gl_InstanceID)); | |
gl_Position = inner_result; | |
gl_Position.y = -(gl_Position.y); | |
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
return; | |
} |