| #version 310 es |
| |
| |
| struct strided_arr { |
| float el; |
| }; |
| |
| struct LeftOver { |
| mat4 worldViewProjection; |
| float time; |
| mat4 test2[2]; |
| strided_arr test[4]; |
| }; |
| |
| struct main_out { |
| vec4 tint_symbol; |
| vec2 vUV_1; |
| }; |
| |
| vec3 position_1 = vec3(0.0f); |
| layout(binding = 2, std140) |
| uniform tint_symbol_3_1_ubo { |
| LeftOver tint_symbol_2; |
| } v; |
| vec2 vUV = vec2(0.0f); |
| vec2 uv = vec2(0.0f); |
| vec3 normal = vec3(0.0f); |
| vec4 tint_symbol = vec4(0.0f); |
| layout(location = 0) in vec3 tint_symbol_1_loc0_Input; |
| layout(location = 2) in vec2 tint_symbol_1_loc2_Input; |
| layout(location = 1) in vec3 tint_symbol_1_loc1_Input; |
| layout(location = 0) out vec2 tint_symbol_1_loc0_Output; |
| void main_1() { |
| vec4 q = vec4(0.0f); |
| vec3 p = vec3(0.0f); |
| q = vec4(position_1.x, position_1.y, position_1.z, 1.0f); |
| p = q.xyz; |
| float v_1 = p.x; |
| p[0u] = (v_1 + sin(((v.tint_symbol_2.test[0].el * position_1.y) + v.tint_symbol_2.time))); |
| float v_2 = p.y; |
| p[1u] = (v_2 + sin((v.tint_symbol_2.time + 4.0f))); |
| mat4 v_3 = v.tint_symbol_2.worldViewProjection; |
| tint_symbol = (v_3 * vec4(p.x, p.y, p.z, 1.0f)); |
| vUV = uv; |
| tint_symbol[1u] = (tint_symbol.y * -1.0f); |
| } |
| main_out tint_symbol_1_inner(vec3 position_1_param, vec2 uv_param, vec3 normal_param) { |
| position_1 = position_1_param; |
| uv = uv_param; |
| normal = normal_param; |
| main_1(); |
| return main_out(tint_symbol, vUV); |
| } |
| void main() { |
| main_out v_4 = tint_symbol_1_inner(tint_symbol_1_loc0_Input, tint_symbol_1_loc2_Input, tint_symbol_1_loc1_Input); |
| gl_Position = v_4.tint_symbol; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| tint_symbol_1_loc0_Output = v_4.vUV_1; |
| gl_PointSize = 1.0f; |
| } |