68f0257f26
This makes it easier to debug codegen for these shaders.
36 lines
896 B
GLSL
36 lines
896 B
GLSL
#version 450
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#ifndef SPIRV_CROSS_CONSTANT_ID_201
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#define SPIRV_CROSS_CONSTANT_ID_201 -10
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#endif
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const int _13 = SPIRV_CROSS_CONSTANT_ID_201;
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const int _15 = (_13 + 2);
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#ifndef SPIRV_CROSS_CONSTANT_ID_202
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#define SPIRV_CROSS_CONSTANT_ID_202 100u
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#endif
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const uint _24 = SPIRV_CROSS_CONSTANT_ID_202;
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const uint _26 = (_24 % 5u);
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const int _61 = _13 - (-3) * (_13 / (-3));
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const ivec4 _36 = ivec4(20, 30, _15, _61);
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const ivec2 _41 = ivec2(_36.y, _36.x);
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const int _62 = _36.y;
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#ifndef SPIRV_CROSS_CONSTANT_ID_200
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#define SPIRV_CROSS_CONSTANT_ID_200 3.141590118408203125
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#endif
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const float _57 = SPIRV_CROSS_CONSTANT_ID_200;
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layout(location = 0) flat out int _58;
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void main()
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{
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vec4 pos = vec4(0.0);
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pos.y += float(_15);
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pos.z += float(_26);
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pos += vec4(_36);
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vec2 _46 = pos.xy + vec2(_41);
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pos = vec4(_46.x, _46.y, pos.z, pos.w);
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gl_Position = pos;
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_58 = _62;
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}
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