blob: 4d9812d69c638a1a631951ad9025762a9275b6bf [file] [log] [blame]
#version 310 es
layout(location = 0) in vec3 position_1_param_1;
layout(location = 2) in vec2 uv_param_1;
layout(location = 1) in vec3 normal_param_1;
layout(location = 0) out vec2 vUV_1_1;
struct strided_arr {
float el;
uint pad;
uint pad_1;
uint pad_2;
};
struct LeftOver {
mat4 worldViewProjection;
float time;
uint pad;
uint pad_1;
uint pad_2;
mat4 test2[2];
strided_arr test[4];
};
vec3 position_1 = vec3(0.0f, 0.0f, 0.0f);
layout(binding = 2, std140) uniform x_14_block_ubo {
LeftOver inner;
} x_14;
vec2 vUV = vec2(0.0f, 0.0f);
vec2 uv = vec2(0.0f, 0.0f);
vec3 normal = vec3(0.0f, 0.0f, 0.0f);
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
vec4 q = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec3 p = vec3(0.0f, 0.0f, 0.0f);
q = vec4(position_1.x, position_1.y, position_1.z, 1.0f);
p = q.xyz;
p.x = (p.x + sin(((x_14.inner.test[0].el * position_1.y) + x_14.inner.time)));
p.y = (p.y + sin((x_14.inner.time + 4.0f)));
tint_symbol = (x_14.inner.worldViewProjection * vec4(p.x, p.y, p.z, 1.0f));
vUV = uv;
tint_symbol.y = (tint_symbol.y * -1.0f);
return;
}
struct main_out {
vec4 tint_symbol;
vec2 vUV_1;
};
main_out tint_symbol_1(vec3 position_1_param, vec2 uv_param, vec3 normal_param) {
position_1 = position_1_param;
uv = uv_param;
normal = normal_param;
main_1();
main_out tint_symbol_2 = main_out(tint_symbol, vUV);
return tint_symbol_2;
}
void main() {
gl_PointSize = 1.0;
main_out inner_result = tint_symbol_1(position_1_param_1, uv_param_1, normal_param_1);
gl_Position = inner_result.tint_symbol;
vUV_1_1 = inner_result.vUV_1;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}