blob: eac1d6f7a99d73c59b10296a6da63427e03b4c79 [file] [log] [blame]
#version 310 es
precision mediump float;
struct VertexInputs0 {
uint vertex_index;
int loc0;
};
struct VertexInputs1 {
uint loc1;
vec4 loc3;
};
struct tint_symbol_2 {
int loc0;
uint loc1;
uint loc1_1;
vec4 loc3;
uint vertex_index;
uint instance_index;
};
struct tint_symbol_3 {
vec4 value;
};
vec4 tint_symbol_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) {
uint foo = (inputs0.vertex_index + instance_index);
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
VertexInputs0 tint_symbol_4 = VertexInputs0(tint_symbol_1.vertex_index, tint_symbol_1.loc0);
VertexInputs1 tint_symbol_5 = VertexInputs1(tint_symbol_1.loc1_1, tint_symbol_1.loc3);
vec4 inner_result = tint_symbol_inner(tint_symbol_4, tint_symbol_1.loc1, tint_symbol_1.instance_index, tint_symbol_5);
tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
in int loc0;
in uint loc1;
in uint loc1_1;
in vec4 loc3;
void main() {
tint_symbol_2 inputs;
inputs.loc0 = loc0;
inputs.loc1 = loc1;
inputs.loc1_1 = loc1_1;
inputs.loc3 = loc3;
inputs.vertex_index = uint(gl_VertexID);
inputs.instance_index = uint(gl_InstanceID);
tint_symbol_3 outputs;
outputs = tint_symbol(inputs);
gl_Position = outputs.value;
gl_Position.y = -gl_Position.y;
}