| #version 310 es |
| |
| layout(location = 0) out vec4 color_1; |
| struct Output { |
| vec4 Position; |
| vec4 color; |
| }; |
| |
| Output tint_symbol(uint VertexIndex, uint InstanceIndex) { |
| vec2 zv[4] = vec2[4](vec2(0.20000000298023223877f), vec2(0.30000001192092895508f), vec2(-0.10000000149011611938f), vec2(1.10000002384185791016f)); |
| float z = zv[InstanceIndex].x; |
| Output tint_symbol_1 = Output(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| tint_symbol_1.Position = vec4(0.5f, 0.5f, z, 1.0f); |
| vec4 colors[4] = vec4[4](vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f), vec4(1.0f)); |
| tint_symbol_1.color = colors[InstanceIndex]; |
| return tint_symbol_1; |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| Output inner_result = tint_symbol(uint(gl_VertexID), uint(gl_InstanceID)); |
| gl_Position = inner_result.Position; |
| color_1 = inner_result.color; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |