#version 310 es precision highp float; struct VertexOutput { vec4 position; vec3 uv; }; uniform Data_block_0 { mat4x4 proj_inv; mat4x4 view; } _group_0_binding_0; smooth layout(location = 0) out vec3 _vs2fs_location0; void main() { uint vertex_index = uint(gl_VertexID); int tmp1_; int tmp2_; tmp1_ = (int(vertex_index) / 2); tmp2_ = (int(vertex_index) & 1); vec4 _expr24 = vec4(((float(tmp1_) * 4.0) - 1.0), ((float(tmp2_) * 4.0) - 1.0), 0.0, 1.0); gl_Position = VertexOutput(_expr24, (transpose(mat3x3(_group_0_binding_0.view[0].xyz, _group_0_binding_0.view[1].xyz, _group_0_binding_0.view[2].xyz)) * (_group_0_binding_0.proj_inv * _expr24).xyz)).position; _vs2fs_location0 = VertexOutput(_expr24, (transpose(mat3x3(_group_0_binding_0.view[0].xyz, _group_0_binding_0.view[1].xyz, _group_0_binding_0.view[2].xyz)) * (_group_0_binding_0.proj_inv * _expr24).xyz)).uv; return; }