blob: 0fffaa7efe00af08acb2ed348f9041981e2276e1 [file] [log] [blame]
SKIP: FAILED
#version 310 es
precision mediump float;
struct Mat4x4_ {
vec4 mx;
vec4 my;
vec4 mz;
vec4 mw;
};
struct Mat4x3_ {
vec4 mx;
vec4 my;
vec4 mz;
};
struct Mat4x2_ {
vec4 mx;
vec4 my;
};
struct VertexOutput {
vec4 v_Color;
vec2 v_TexCoord;
vec4 member;
};
layout (binding = 0) uniform ub_SceneParams_1 {
Mat4x4_ u_Projection;
} global;
layout (binding = 1) uniform ub_MaterialParams_1 {
Mat4x2_ u_TexMtx[1];
vec4 u_Misc0_;
} global1;
layout (binding = 2) uniform ub_PacketParams_1 {
Mat4x3_ u_PosMtx[32];
} global2;
vec3 a_Position1 = vec3(0.0f, 0.0f, 0.0f);
vec2 a_UV1 = vec2(0.0f, 0.0f);
vec4 a_Color1 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec3 a_Normal1 = vec3(0.0f, 0.0f, 0.0f);
float a_PosMtxIdx1 = 0.0f;
vec4 v_Color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec2 v_TexCoord = vec2(0.0f, 0.0f);
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 Mul(Mat4x4_ m8, vec4 v) {
Mat4x4_ m9 = Mat4x4_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
vec4 v1 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
m9 = m8;
v1 = v;
return vec4(dot(m9.mx, v1), dot(m9.my, v1), dot(m9.mz, v1), dot(m9.mw, v1));
}
vec2 Mul2(Mat4x2_ m12, vec4 v4) {
Mat4x2_ m13 = Mat4x2_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
vec4 v5 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
m13 = m12;
v5 = v4;
return vec2(dot(m13.mx, v5), dot(m13.my, v5));
}
Mat4x4_ x_Mat4x4_(float n) {
float n1 = 0.0f;
Mat4x4_ o = Mat4x4_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
n1 = n;
o.mx = vec4(n1, 0.0f, 0.0f, 0.0f);
o.my = vec4(0.0f, n1, 0.0f, 0.0f);
o.mz = vec4(0.0f, 0.0f, n1, 0.0f);
o.mw = vec4(0.0f, 0.0f, 0.0f, n1);
return o;
}
Mat4x4_ x_Mat4x4_1(Mat4x3_ m16) {
Mat4x3_ m17 = Mat4x3_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
Mat4x4_ o1 = Mat4x4_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
m17 = m16;
Mat4x4_ x_e4 = x_Mat4x4_(1.0f);
o1 = x_e4;
o1.mx = m17.mx;
o1.my = m17.my;
o1.mz = m17.mz;
return o1;
}
void main1() {
Mat4x3_ t_PosMtx = Mat4x3_(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
vec2 t_TexSpaceCoord = vec2(0.0f, 0.0f);
Mat4x3_ x_e18 = global2.u_PosMtx[int(a_PosMtxIdx1)];
t_PosMtx = x_e18;
Mat4x4_ x_e24 = x_Mat4x4_1(t_PosMtx);
vec3 x_e25 = a_Position1;
Mat4x4_ x_e30 = x_Mat4x4_1(t_PosMtx);
vec4 x_e34 = Mul(x_e30, vec4(a_Position1, 1.0f));
Mat4x4_ x_e35 = global.u_Projection;
Mat4x4_ x_e38 = x_Mat4x4_1(t_PosMtx);
vec3 x_e39 = a_Position1;
Mat4x4_ x_e44 = x_Mat4x4_1(t_PosMtx);
vec4 x_e48 = Mul(x_e44, vec4(a_Position1, 1.0f));
vec4 x_e49 = Mul(x_e35, x_e48);
tint_symbol = x_e49;
v_Color = a_Color1;
vec4 x_e52 = global1.u_Misc0_;
if ((x_e52.x == 2.0f)) {
{
vec3 x_e59 = a_Normal1;
Mat4x2_ x_e64 = global1.u_TexMtx[0];
vec2 x_e68 = Mul2(x_e64, vec4(a_Normal1, 1.0f));
v_TexCoord = x_e68.xy;
return;
}
} else {
{
vec2 x_e73 = a_UV1;
Mat4x2_ x_e79 = global1.u_TexMtx[0];
vec2 x_e84 = Mul2(x_e79, vec4(a_UV1, 1.0f, 1.0f));
v_TexCoord = x_e84.xy;
return;
}
}
}
struct tint_symbol_3 {
vec3 a_Position;
vec2 a_UV;
vec4 a_Color;
vec3 a_Normal;
float a_PosMtxIdx;
};
struct tint_symbol_4 {
vec4 v_Color;
vec2 v_TexCoord;
vec4 member;
};
VertexOutput tint_symbol_1_inner(vec3 a_Position, vec2 a_UV, vec4 a_Color, vec3 a_Normal, float a_PosMtxIdx) {
a_Position1 = a_Position;
a_UV1 = a_UV;
a_Color1 = a_Color;
a_Normal1 = a_Normal;
a_PosMtxIdx1 = a_PosMtxIdx;
main1();
VertexOutput tint_symbol_5 = VertexOutput(v_Color, v_TexCoord, tint_symbol);
return tint_symbol_5;
}
tint_symbol_4 tint_symbol_1(tint_symbol_3 tint_symbol_2) {
VertexOutput inner_result = tint_symbol_1_inner(tint_symbol_2.a_Position, tint_symbol_2.a_UV, tint_symbol_2.a_Color, tint_symbol_2.a_Normal, tint_symbol_2.a_PosMtxIdx);
tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.v_Color = inner_result.v_Color;
wrapper_result.v_TexCoord = inner_result.v_TexCoord;
wrapper_result.member = inner_result.member;
return wrapper_result;
}
in vec3 a_Position;
in vec2 a_UV;
in vec4 a_Color;
in vec3 a_Normal;
in float a_PosMtxIdx;
out vec4 v_Color;
out vec2 v_TexCoord;
void main() {
tint_symbol_3 inputs;
inputs.a_Position = a_Position;
inputs.a_UV = a_UV;
inputs.a_Color = a_Color;
inputs.a_Normal = a_Normal;
inputs.a_PosMtxIdx = a_PosMtxIdx;
tint_symbol_4 outputs;
outputs = tint_symbol_1(inputs);
v_Color = outputs.v_Color;
v_TexCoord = outputs.v_TexCoord;
gl_Position = outputs.member;
gl_Position.y = -gl_Position.y;
}
Error parsing GLSL shader:
ERROR: 0:157: 'v_Color' : redefinition
ERROR: 1 compilation errors. No code generated.