blob: b46d8fc8753c7c197265bdeb400228e307f03594 [file] [log] [blame]
#version 310 es
precision mediump float;
layout (binding = 0) uniform Uniforms_1 {
vec2 u_scale;
vec2 u_offset;
} uniforms;
struct VertexOutputs {
vec2 texcoords;
vec4 position;
};
struct tint_symbol_2 {
uint VertexIndex;
};
struct tint_symbol_3 {
vec2 texcoords;
vec4 position;
};
VertexOutputs vs_main_inner(uint VertexIndex) {
vec2 texcoord[3] = vec2[3](vec2(-0.5f, 0.0f), vec2(1.5f, 0.0f), vec2(0.5f, 2.0f));
VertexOutputs tint_symbol = VertexOutputs(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol.position = vec4(((texcoord[VertexIndex] * 2.0f) - vec2(1.0f, 1.0f)), 0.0f, 1.0f);
bool flipY = (uniforms.u_scale.y < 0.0f);
if (flipY) {
tint_symbol.texcoords = ((((texcoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f));
} else {
tint_symbol.texcoords = ((((texcoord[VertexIndex] * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f)) * uniforms.u_scale) + uniforms.u_offset);
}
return tint_symbol;
}
struct tint_symbol_5 {
vec2 texcoord;
};
struct tint_symbol_6 {
vec4 value;
};
tint_symbol_3 vs_main(tint_symbol_2 tint_symbol_1) {
VertexOutputs inner_result = vs_main_inner(tint_symbol_1.VertexIndex);
tint_symbol_3 wrapper_result = tint_symbol_3(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.texcoords = inner_result.texcoords;
wrapper_result.position = inner_result.position;
return wrapper_result;
}
out vec2 texcoords;
void main() {
tint_symbol_2 inputs;
inputs.VertexIndex = uint(gl_VertexID);
tint_symbol_3 outputs;
outputs = vs_main(inputs);
texcoords = outputs.texcoords;
gl_Position = outputs.position;
gl_Position.y = -gl_Position.y;
}
#version 310 es
precision mediump float;
struct VertexOutputs {
vec2 texcoords;
vec4 position;
};
struct tint_symbol_2 {
uint VertexIndex;
};
struct tint_symbol_3 {
vec2 texcoords;
vec4 position;
};
uniform highp sampler2D myTexture;
struct tint_symbol_5 {
vec2 texcoord;
};
struct tint_symbol_6 {
vec4 value;
};
vec4 fs_main_inner(vec2 texcoord) {
vec2 clampedTexcoord = clamp(texcoord, vec2(0.0f, 0.0f), vec2(1.0f, 1.0f));
if (!(all(equal(clampedTexcoord, texcoord)))) {
discard;
}
vec4 srcColor = texture(myTexture, texcoord);
return srcColor;
}
tint_symbol_6 fs_main(tint_symbol_5 tint_symbol_4) {
vec4 inner_result_1 = fs_main_inner(tint_symbol_4.texcoord);
tint_symbol_6 wrapper_result_1 = tint_symbol_6(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
in vec2 texcoord;
out vec4 value;
void main() {
tint_symbol_5 inputs;
inputs.texcoord = texcoord;
tint_symbol_6 outputs;
outputs = fs_main(inputs);
value = outputs.value;
}