| alias Arr = array<mat4x4f, 2u>; |
| |
| struct strided_arr { |
| @size(16) |
| el : f32, |
| } |
| |
| alias Arr_1 = array<strided_arr, 4u>; |
| |
| struct LeftOver { |
| /* @offset(0) */ |
| worldViewProjection : mat4x4f, |
| /* @offset(64) */ |
| time : f32, |
| /* @offset(80) */ |
| test2 : Arr, |
| /* @offset(208) */ |
| test : Arr_1, |
| } |
| |
| var<private> position_1 : vec3f; |
| |
| @group(2) @binding(2) var<uniform> x_14 : LeftOver; |
| |
| var<private> vUV : vec2f; |
| |
| var<private> uv : vec2f; |
| |
| var<private> normal : vec3f; |
| |
| var<private> gl_Position : vec4f; |
| |
| fn main_1() { |
| var q : vec4f; |
| var p : vec3f; |
| q = vec4f(position_1.x, position_1.y, position_1.z, 1.0f); |
| p = q.xyz; |
| p.x = (p.x + sin(((x_14.test[0i].el * position_1.y) + x_14.time))); |
| p.y = (p.y + sin((x_14.time + 4.0f))); |
| gl_Position = (x_14.worldViewProjection * vec4f(p.x, p.y, p.z, 1.0f)); |
| vUV = uv; |
| gl_Position.y = (gl_Position.y * -1.0f); |
| return; |
| } |
| |
| struct main_out { |
| @builtin(position) |
| gl_Position : vec4f, |
| @location(0) |
| vUV_1 : vec2f, |
| } |
| |
| @vertex |
| fn main(@location(0) position_1_param : vec3f, @location(2) uv_param : vec2f, @location(1) normal_param : vec3f) -> main_out { |
| position_1 = position_1_param; |
| uv = uv_param; |
| normal = normal_param; |
| main_1(); |
| return main_out(gl_Position, vUV); |
| } |