#version 310 es | |
struct VertexInputs { | |
uint vertex_index; | |
uint instance_index; | |
}; | |
vec4 tint_symbol(VertexInputs inputs) { | |
uint foo = (inputs.vertex_index + inputs.instance_index); | |
return vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
} | |
void main() { | |
VertexInputs tint_symbol_1 = VertexInputs(uint(gl_VertexID), uint(gl_InstanceID)); | |
vec4 inner_result = tint_symbol(tint_symbol_1); | |
gl_Position = inner_result; | |
gl_Position.y = -(gl_Position.y); | |
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
return; | |
} |