blob: 53dbce2b026344996fe3adb10fa0c225b8011357 [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
layout(location = 0) in vec4 view_position_1;
layout(location = 1) in vec4 normal_1;
layout(location = 2) in vec2 uv_1;
layout(location = 3) in vec4 color_1;
layout(location = 0) out vec4 color_2;
struct PointLight {
vec4 position;
};
struct Uniforms {
mat4 worldView;
mat4 proj;
uint numPointLights;
uint color_source;
uint pad;
uint pad_1;
vec4 color;
};
layout(binding = 0, std140) uniform uniforms_block_ubo {
Uniforms inner;
} uniforms;
layout(binding = 1, std430) buffer PointLights_ssbo {
PointLight values[];
} pointLights;
struct FragmentInput {
vec4 position;
vec4 view_position;
vec4 normal;
vec2 uv;
vec4 color;
};
struct FragmentOutput {
vec4 color;
};
FragmentOutput tint_symbol(FragmentInput fragment) {
FragmentOutput tint_symbol_1 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol_1.color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
return tint_symbol_1;
}
void main() {
FragmentInput tint_symbol_2 = FragmentInput(gl_FragCoord, view_position_1, normal_1, uv_1, color_1);
FragmentOutput inner_result = tint_symbol(tint_symbol_2);
color_2 = inner_result.color;
return;
}