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} 23