| #version 310 es |
| #extension GL_EXT_blend_func_extended: require |
| precision highp float; |
| precision highp int; |
| |
| |
| struct FragOutput { |
| vec4 color; |
| vec4 blend; |
| }; |
| |
| struct FragInput { |
| vec4 a; |
| vec4 b; |
| }; |
| |
| layout(location = 0) in vec4 frag_main_loc0_Input; |
| layout(location = 1) in vec4 frag_main_loc1_Input; |
| layout(location = 0, index = 0) out vec4 frag_main_loc0_idx0_Output; |
| layout(location = 0, index = 1) out vec4 frag_main_loc0_idx1_Output; |
| FragOutput frag_main_inner(FragInput tint_symbol) { |
| FragOutput tint_symbol_1 = FragOutput(vec4(0.0f), vec4(0.0f)); |
| tint_symbol_1.color = tint_symbol.a; |
| tint_symbol_1.blend = tint_symbol.b; |
| return tint_symbol_1; |
| } |
| void main() { |
| FragOutput v = frag_main_inner(FragInput(frag_main_loc0_Input, frag_main_loc1_Input)); |
| frag_main_loc0_idx0_Output = v.color; |
| frag_main_loc0_idx1_Output = v.blend; |
| } |