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26 lines
580 B
GLSL
26 lines
580 B
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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struct NoPadding {
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vec3 v3_;
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float f3_;
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};
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struct NeedsPadding {
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float f3_forces_padding;
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vec3 v3_needs_padding;
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float f3_;
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};
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layout(location = 0) in float _p2vs_location0;
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layout(location = 1) in vec3 _p2vs_location1;
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layout(location = 2) in float _p2vs_location2;
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void main() {
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NeedsPadding input_3 = NeedsPadding(_p2vs_location0, _p2vs_location1, _p2vs_location2);
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gl_Position = vec4(0.0);
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gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w);
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return;
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}
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