blob: 43e855df97290ff982f9c65e65e323136efb2252 [file] [log] [blame] [edit]
#version 310 es
layout(location = 0) out float none_1;
layout(location = 1) flat out float tint_symbol_2;
layout(location = 2) out float perspective_center_1;
layout(location = 3) centroid out float perspective_centroid_1;
layout(location = 4) out float perspective_sample_1;
layout(location = 5) out float linear_center_1;
layout(location = 6) centroid out float linear_centroid_1;
layout(location = 7) out float linear_sample_1;
struct Out {
vec4 pos;
float none;
float tint_symbol;
float perspective_center;
float perspective_centroid;
float perspective_sample;
float linear_center;
float linear_centroid;
float linear_sample;
};
Out tint_symbol_1() {
Out tint_symbol_3 = Out(vec4(0.0f, 0.0f, 0.0f, 0.0f), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
return tint_symbol_3;
}
void main() {
Out inner_result = tint_symbol_1();
gl_Position = inner_result.pos;
none_1 = inner_result.none;
tint_symbol_2 = inner_result.tint_symbol;
perspective_center_1 = inner_result.perspective_center;
perspective_centroid_1 = inner_result.perspective_centroid;
perspective_sample_1 = inner_result.perspective_sample;
linear_center_1 = inner_result.linear_center;
linear_centroid_1 = inner_result.linear_centroid;
linear_sample_1 = inner_result.linear_sample;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}