blob: ae16bd321e6a8a1f8f73a0d0888e3ae18426ea80 [file] [log] [blame]
type Arr = [[stride(64)]] array<mat4x4<f32>, 2u>;
type Arr_1 = [[stride(16)]] array<f32, 4u>;
[[block]]
struct LeftOver {
worldViewProjection : mat4x4<f32>;
time : f32;
[[size(12)]]
padding : u32;
test2 : Arr;
test : Arr_1;
};
var<private> position : vec3<f32>;
[[group(2), binding(2)]] var<uniform> x_14 : LeftOver;
var<private> vUV : vec2<f32>;
var<private> uv : vec2<f32>;
var<private> normal : vec3<f32>;
var<private> gl_Position : vec4<f32>;
fn main_1() {
var q : vec4<f32>;
var p : vec3<f32>;
let x_13 : vec3<f32> = position;
q = vec4<f32>(x_13.x, x_13.y, x_13.z, 1.0);
let x_21 : vec4<f32> = q;
p = vec3<f32>(x_21.x, x_21.y, x_21.z);
let x_27 : f32 = p.x;
let x_41 : f32 = x_14.test[0];
let x_45 : f32 = position.y;
let x_49 : f32 = x_14.time;
p.x = (x_27 + sin(((x_41 * x_45) + x_49)));
let x_55 : f32 = p.y;
let x_57 : f32 = x_14.time;
p.y = (x_55 + sin((x_57 + 4.0)));
let x_69 : mat4x4<f32> = x_14.worldViewProjection;
let x_70 : vec3<f32> = p;
gl_Position = (x_69 * vec4<f32>(x_70.x, x_70.y, x_70.z, 1.0));
let x_83 : vec2<f32> = uv;
vUV = x_83;
let x_87 : f32 = gl_Position.y;
gl_Position.y = (x_87 * -1.0);
return;
}
struct main_out {
[[builtin(position)]]
gl_Position : vec4<f32>;
[[location(0)]]
vUV_1 : vec2<f32>;
};
[[stage(vertex)]]
fn main([[location(0)]] position_param : vec3<f32>, [[location(2)]] uv_param : vec2<f32>, [[location(1)]] normal_param : vec3<f32>) -> main_out {
position = position_param;
uv = uv_param;
normal = normal_param;
main_1();
return main_out(gl_Position, vUV);
}