| #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; |
| } |