blob: e193d8cbb7748a2b189159a106468b1a03950e57 [file] [edit]
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct VertexOutputs {
int loc0;
uint loc1;
float loc2;
vec4 loc3;
vec4 position;
float16_t loc4;
f16vec3 loc5;
};
layout(location = 0) flat out int tint_symbol_loc0_Output;
layout(location = 1) flat out uint tint_symbol_loc1_Output;
layout(location = 2) out float tint_symbol_loc2_Output;
layout(location = 3) out vec4 tint_symbol_loc3_Output;
layout(location = 4) out float16_t tint_symbol_loc4_Output;
layout(location = 5) out f16vec3 tint_symbol_loc5_Output;
VertexOutputs tint_symbol_inner() {
return VertexOutputs(1, 1u, 1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f), vec4(0.0f), 2.25hf, f16vec3(3.0hf, 5.0hf, 8.0hf));
}
void main() {
VertexOutputs v = tint_symbol_inner();
tint_symbol_loc0_Output = v.loc0;
tint_symbol_loc1_Output = v.loc1;
tint_symbol_loc2_Output = v.loc2;
tint_symbol_loc3_Output = v.loc3;
gl_Position = v.position;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
tint_symbol_loc4_Output = v.loc4;
tint_symbol_loc5_Output = v.loc5;
gl_PointSize = 1.0f;
}