| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| layout(location = 0) in int tint_symbol_loc0_Input; |
| layout(location = 1) in uint tint_symbol_loc1_Input; |
| layout(location = 2) in float tint_symbol_loc2_Input; |
| layout(location = 3) in vec4 tint_symbol_loc3_Input; |
| layout(location = 4) in float16_t tint_symbol_loc4_Input; |
| layout(location = 5) in f16vec3 tint_symbol_loc5_Input; |
| vec4 tint_symbol_inner(int loc0, uint loc1, float loc2, vec4 loc3, float16_t loc4, f16vec3 loc5) { |
| int i = loc0; |
| uint u = loc1; |
| float f = loc2; |
| vec4 v = loc3; |
| float16_t x = loc4; |
| f16vec3 y = loc5; |
| return vec4(0.0f); |
| } |
| void main() { |
| gl_Position = tint_symbol_inner(tint_symbol_loc0_Input, tint_symbol_loc1_Input, tint_symbol_loc2_Input, tint_symbol_loc3_Input, tint_symbol_loc4_Input, tint_symbol_loc5_Input); |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| gl_PointSize = 1.0f; |
| } |