#line 7 struct v2f { vec4 pos; vec4 color; }; #line 3 struct a2v { vec4 pos; }; #line 1 uniform mat4 mvp; #line 12 #line 12 vec4 ComputeColor( in vec4 pos ) { pos *= vec4( 1.0, -1.0, -1.0, 1.0); pos.xyz *= 0.3; #line 16 return pos; } #line 19 v2f xlat_main( in a2v v ) { #line 21 v2f o; vec4 pos = (mvp * v.pos); o.color = ComputeColor( pos); o.pos = pos; #line 25 return o; } varying vec4 xlv_COLOR; void main() { v2f xl_retval; a2v xlt_v; xlt_v.pos = vec4(gl_Vertex); xl_retval = xlat_main( xlt_v); gl_Position = vec4(xl_retval.pos); xlv_COLOR = vec4(xl_retval.color); } // uniforms: // mvp: type 21 arrsize 0