1cb93a386Sopenharmony_ci
2cb93a386Sopenharmony_cilayout (location = 1) noperspective out vec2 vcoord_Stage0;
3cb93a386Sopenharmony_civoid main() {
4cb93a386Sopenharmony_ci    int x = gl_InstanceID % 200;
5cb93a386Sopenharmony_ci    int y = gl_InstanceID / 200;
6cb93a386Sopenharmony_ci    int ileft = (gl_InstanceID * 929) % 17;
7cb93a386Sopenharmony_ci    int iright = (ileft + 1) + (gl_InstanceID * 1637) % (17 - ileft);
8cb93a386Sopenharmony_ci    int itop = (gl_InstanceID * 313) % 17;
9cb93a386Sopenharmony_ci    int ibot = (itop + 1) + (gl_InstanceID * 1901) % (17 - itop);
10cb93a386Sopenharmony_ci    float outset = 0.03125;
11cb93a386Sopenharmony_ci    outset = 0 == (x + y) % 2 ? -outset : outset;
12cb93a386Sopenharmony_ci    float l = float(ileft) / 16.0 - outset;
13cb93a386Sopenharmony_ci    float r = float(iright) / 16.0 + outset;
14cb93a386Sopenharmony_ci    float t = float(itop) / 16.0 - outset;
15cb93a386Sopenharmony_ci    float b = float(ibot) / 16.0 + outset;
16cb93a386Sopenharmony_ci    vec2 vertexpos;
17cb93a386Sopenharmony_ci    vertexpos.x = float(x) + (0 == gl_VertexID % 2 ? l : r);
18cb93a386Sopenharmony_ci    vertexpos.y = float(y) + (0 == gl_VertexID / 2 ? t : b);
19cb93a386Sopenharmony_ci    vcoord_Stage0.x = float(0 == gl_VertexID % 2 ? -1 : 1);
20cb93a386Sopenharmony_ci    vcoord_Stage0.y = float(0 == gl_VertexID / 2 ? -1 : 1);
21cb93a386Sopenharmony_ci    gl_Position = vec4(vertexpos.x, vertexpos.y, 0.0, 1.0);
22cb93a386Sopenharmony_ci}
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