| // | |
| // vtx_main | |
| // | |
| #version 310 es | |
| struct Uniforms { | |
| mat4 modelViewProjectionMatrix; | |
| }; | |
| struct VertexOutput { | |
| vec4 vtxFragColor; | |
| vec4 Position; | |
| }; | |
| struct VertexInput { | |
| vec4 cur_position; | |
| vec4 color; | |
| }; | |
| layout(binding = 0, std140) | |
| uniform uniforms_block_1_ubo { | |
| Uniforms inner; | |
| } v; | |
| layout(location = 0) in vec4 vtx_main_loc0_Input; | |
| layout(location = 1) in vec4 vtx_main_loc1_Input; | |
| layout(location = 0) out vec4 vtx_main_loc0_Output; | |
| VertexOutput vtx_main_inner(VertexInput tint_symbol) { | |
| VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f), vec4(0.0f)); | |
| tint_symbol_1.Position = (v.inner.modelViewProjectionMatrix * tint_symbol.cur_position); | |
| tint_symbol_1.vtxFragColor = tint_symbol.color; | |
| return tint_symbol_1; | |
| } | |
| void main() { | |
| VertexOutput v_1 = vtx_main_inner(VertexInput(vtx_main_loc0_Input, vtx_main_loc1_Input)); | |
| vtx_main_loc0_Output = v_1.vtxFragColor; | |
| gl_Position = v_1.Position; | |
| gl_Position.y = -(gl_Position.y); | |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
| gl_PointSize = 1.0f; | |
| } | |
| // | |
| // frag_main | |
| // | |
| #version 310 es | |
| precision highp float; | |
| precision highp int; | |
| layout(location = 0) in vec4 frag_main_loc0_Input; | |
| layout(location = 0) out vec4 frag_main_loc0_Output; | |
| vec4 frag_main_inner(vec4 fragColor) { | |
| return fragColor; | |
| } | |
| void main() { | |
| frag_main_loc0_Output = frag_main_inner(frag_main_loc0_Input); | |
| } |