| #version 310 es |
| |
| |
| struct tint_push_constant_struct { |
| uint tint_first_instance; |
| }; |
| |
| struct VertexInputs { |
| uint vertex_index; |
| uint instance_index; |
| }; |
| |
| layout(location = 0) uniform tint_push_constant_struct tint_push_constants; |
| vec4 tint_symbol_inner(VertexInputs inputs) { |
| uint foo = (inputs.vertex_index + inputs.instance_index); |
| return vec4(0.0f); |
| } |
| void main() { |
| uint v = uint(gl_VertexID); |
| uint v_1 = uint(gl_InstanceID); |
| gl_Position = tint_symbol_inner(VertexInputs(v, (v_1 + tint_push_constants.tint_first_instance))); |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| gl_PointSize = 1.0f; |
| } |