blob: 1d03bbab5573be8ea44db9a086d9677ec8bb25d0 [file] [edit]
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct VertexInputs {
int loc0;
uint loc1;
float loc2;
vec4 loc3;
float16_t loc4;
f16vec3 loc5;
};
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(VertexInputs inputs) {
int i = inputs.loc0;
uint u = inputs.loc1;
float f = inputs.loc2;
vec4 v = inputs.loc3;
float16_t x = inputs.loc4;
f16vec3 y = inputs.loc5;
return vec4(0.0f);
}
void main() {
gl_Position = tint_symbol_inner(VertexInputs(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;
}