32 lines
751 B
GLSL
32 lines
751 B
GLSL
#version 450
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layout(triangles, ccw, equal_spacing) in;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[1];
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float gl_CullDistance[1];
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};
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struct t35
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{
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vec2 m0;
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vec4 m1;
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};
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layout(location = 0) in t36
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{
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vec2 m0;
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t35 m1;
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} v40[32];
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layout(location = 0) out float v80;
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void main()
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{
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gl_Position = vec4((gl_TessCoord.xy * 2.0) - vec2(1.0), 0.0, 1.0);
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float v34 = ((float(abs(v40[0].m1.m1.x - (-4.0)) < 0.001000000047497451305389404296875) * float(abs(v40[0].m1.m1.y - (-9.0)) < 0.001000000047497451305389404296875)) * float(abs(v40[0].m1.m1.z - 3.0) < 0.001000000047497451305389404296875)) * float(abs(v40[0].m1.m1.w - 7.0) < 0.001000000047497451305389404296875);
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v80 = v34;
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}
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