#version 140 #pragma optionNV(fastmath on) #pragma optionNV(ifcvt none) #pragma optionNV(inline all) #pragma optionNV(strict on) #pragma optionNV(unroll all) in vec4 POSITION; in vec2 TEXCOORD0; in vec2 TEXCOORD1; in vec2 TEXCOORD2; in vec2 TEXCOORD3; out vec2 frag_TEXCOORD0; out vec2 frag_TEXCOORD1; out vec2 frag_TEXCOORD2; out vec2 frag_TEXCOORD3; // // Structure definitions // struct VS_OUTPUT { vec4 position; vec2 uvr; vec2 uvg; vec2 uvb; vec2 uvn; }; // // Function declarations // VS_OUTPUT VS( in vec4 position, in vec2 uvr, in vec2 uvg, in vec2 uvb, in vec2 uvn ); // // Function definitions // VS_OUTPUT VS( in vec4 position, in vec2 uvr, in vec2 uvg, in vec2 uvb, in vec2 uvn ) { VS_OUTPUT o; o.position = position; o.uvr = uvr; o.uvg = uvg; o.uvb = uvb; o.uvn = uvn; return o; } // // User varying // out vec4 xlat_varying_SV_POSITION; // // Translator's entry point // void main() { VS_OUTPUT xlat_retVal; xlat_retVal = VS( POSITION, TEXCOORD0, TEXCOORD1, TEXCOORD2, TEXCOORD3); xlat_varying_SV_POSITION = xlat_retVal.position; frag_TEXCOORD0 = xlat_retVal.uvr; frag_TEXCOORD1 = xlat_retVal.uvg; frag_TEXCOORD2 = xlat_retVal.uvb; frag_TEXCOORD3 = xlat_retVal.uvn; gl_Position = xlat_varying_SV_POSITION; }