| #version 310 es |
| precision mediump float; |
| |
| struct vertexUniformBuffer1 { |
| mat2 transform1; |
| }; |
| |
| struct vertexUniformBuffer2 { |
| mat2 transform2; |
| }; |
| |
| layout(binding = 0) uniform vertexUniformBuffer1_1 { |
| mat2 transform1; |
| } x_20; |
| |
| layout(binding = 0) uniform vertexUniformBuffer2_1 { |
| mat2 transform2; |
| } x_26; |
| |
| vec4 tint_symbol(uint tint_symbol_1) { |
| vec2 indexable[3] = vec2[3](vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f)); |
| mat2 x_23 = x_20.transform1; |
| mat2 x_28 = x_26.transform2; |
| uint x_46 = tint_symbol_1; |
| vec2 tint_symbol_2[3] = vec2[3](vec2(-1.0f, 1.0f), vec2(1.0f, 1.0f), vec2(-1.0f, -1.0f)); |
| indexable = tint_symbol_2; |
| vec2 x_51 = indexable[x_46]; |
| vec2 x_52 = (mat2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51); |
| return vec4(x_52.x, x_52.y, 0.0f, 1.0f); |
| } |
| |
| void main() { |
| vec4 inner_result = tint_symbol(uint(gl_VertexID)); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |