#version 310 es | |
struct tint_push_constant_struct { | |
uint tint_first_instance; | |
}; | |
layout(location = 0) uniform tint_push_constant_struct tint_push_constants; | |
vec4 tint_symbol_inner(uint b) { | |
return vec4(float(b)); | |
} | |
void main() { | |
uint v = uint(gl_InstanceID); | |
gl_Position = tint_symbol_inner((v + tint_push_constants.tint_first_instance)); | |
gl_Position[1u] = -(gl_Position.y); | |
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); | |
gl_PointSize = 1.0f; | |
} |