blob: 8927857687f72a19945fa8ceb497842f8fe85f8a [file] [log] [blame]
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);
}