#version 330 layout (location = 0) in vec4 in_pos; vec4 tmp0; vec4 tmp1; uniform vec4 vc467; uniform vec4 vc466; out vec4 tc0; out vec4 col0; void main() { gl_Position = vec4(0.0f, 0.0f, 0.0f, 1.0f); tmp0.xy = floor(in_pos.xyxx).xy; tmp0.zw = (in_pos.wwwz * vc467.xxxx + -vc467.yyyy).zw; tmp1.zw = (in_pos.xxxy * vc467.zzzz).zw; tmp1.xy = fract(in_pos.yxyy).xy; tc0.xy = (tmp1.yxyy * vc467.xxxx).xy; tmp1.xy = floor(tmp1.wzww).xy; gl_Position.y = -tmp0.zzzz.y; gl_Position.x = tmp0.wwww.x; tmp0.zw = (tmp1.yyyx * vc467.wwww).zw; tmp0.xy = (-tmp0.zwzz * vc466.xxxx + tmp0.xyxx).xy; col0.yw = tmp0.zzzw.yw; col0.xz = (tmp0.xxyx * vc467.wwww).xz; }