blob: f6f28244b977d1f9f13b081fea7b78f9c3e1b39c [file] [log] [blame] [edit]
#version 310 es
struct Uniforms {
mat4 modelViewProjectionMatrix;
};
struct VertexOutput {
vec4 vtxFragColor;
vec4 Position;
};
struct VertexInput {
vec4 cur_position;
vec4 color;
};
layout(binding = 0, std140)
uniform uniforms_block_1_ubo {
Uniforms inner;
} v;
layout(location = 0) in vec4 vtx_main_loc0_Input;
layout(location = 1) in vec4 vtx_main_loc1_Input;
layout(location = 0) out vec4 vtx_main_loc0_Output;
VertexOutput vtx_main_inner(VertexInput tint_symbol) {
VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f), vec4(0.0f));
tint_symbol_1.Position = (v.inner.modelViewProjectionMatrix * tint_symbol.cur_position);
tint_symbol_1.vtxFragColor = tint_symbol.color;
return tint_symbol_1;
}
void main() {
VertexOutput v_1 = vtx_main_inner(VertexInput(vtx_main_loc0_Input, vtx_main_loc1_Input));
vtx_main_loc0_Output = v_1.vtxFragColor;
gl_Position = v_1.Position;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
gl_PointSize = 1.0f;
}
#version 310 es
precision highp float;
precision highp int;
layout(location = 0) in vec4 frag_main_loc0_Input;
layout(location = 0) out vec4 frag_main_loc0_Output;
vec4 frag_main_inner(vec4 fragColor) {
return fragColor;
}
void main() {
frag_main_loc0_Output = frag_main_inner(frag_main_loc0_Input);
}