| // | |
| // vtx_main | |
| // | |
| #version 310 es | |
| vec4 vtx_main_inner(uint VertexIndex) { | |
| return vec4(vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f), vec2(0.5f, -0.5f))[min(VertexIndex, 2u)], 0.0f, 1.0f); | |
| } | |
| void main() { | |
| gl_Position = vtx_main_inner(uint(gl_VertexID)); | |
| 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) out vec4 frag_main_loc0_Output; | |
| vec4 frag_main_inner() { | |
| return vec4(1.0f, 0.0f, 0.0f, 1.0f); | |
| } | |
| void main() { | |
| frag_main_loc0_Output = frag_main_inner(); | |
| } |