blob: b2dc49c063690b7b109d7f6a7317c66b57792c44 [file] [log] [blame]
#version 310 es
layout(location = 0) out vec4 color_1;
struct PushConstants {
uint first_instance;
};
layout(location=0) uniform PushConstants push_constants;
struct Output {
vec4 Position;
vec4 color;
};
Output tint_symbol(uint VertexIndex, uint InstanceIndex) {
vec2 zv[4] = vec2[4](vec2(0.20000000298023223877f), vec2(0.30000001192092895508f), vec2(-0.10000000149011611938f), vec2(1.10000002384185791016f));
float z = zv[(InstanceIndex + push_constants.first_instance)].x;
Output tint_symbol_1 = Output(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol_1.Position = vec4(0.5f, 0.5f, z, 1.0f);
vec4 colors[4] = vec4[4](vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f), vec4(1.0f));
tint_symbol_1.color = colors[(InstanceIndex + push_constants.first_instance)];
return tint_symbol_1;
}
void main() {
gl_PointSize = 1.0;
Output inner_result = tint_symbol(uint(gl_VertexID), uint(gl_InstanceID));
gl_Position = inner_result.Position;
color_1 = inner_result.color;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}