#version 320 es precision highp float; precision highp int; uniform uint naga_vs_first_instance; struct PushConstants { float multiplier; }; struct FragmentIn { vec4 color; }; uniform PushConstants _push_constant_binding_vs; layout(location = 0) in vec2 _p2vs_location0; void main() { vec2 pos = _p2vs_location0; uint ii = (uint(gl_InstanceID) + naga_vs_first_instance); uint vi = uint(gl_VertexID); float _e8 = _push_constant_binding_vs.multiplier; gl_Position = vec4((((float(ii) * float(vi)) * _e8) * pos), 0.0, 1.0); return; }