#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(row_major) uniform; layout(row_major) buffer; #line 30 0 layout(binding = 2) layout(std140) uniform _S1 { uint _data; } numBackgroundTextures_0; #line 33 layout(binding = 3) uniform texture2D backgroundTextures_0[]; #line 27 layout(binding = 1) uniform sampler backgroundSampler_0; #line 27 layout(location = 0) out vec4 _S2; #line 63 layout(location = 0) in vec2 _S3; #line 1 layout(location = 1) in vec3 _S4; #line 1 flat layout(location = 2) in uint _S5; #line 1 layout(location = 3) in vec3 _S6; #line 1 layout(location = 4) in float _S7; #line 1 layout(location = 5) in vec2 _S8; #line 1 struct RenderElementStyle_0 { vec3 position_0; uint backgroundImageIndex_0; vec3 backgroundColor_0; float opacity_0; vec2 dimensions_0; }; #line 63 void main() { vec4 bgTextureColor_0; #line 63 RenderElementStyle_0 _S9 = RenderElementStyle_0(_S4, _S5, _S6, _S7, _S8); #line 69 const vec4 _S10 = vec4(float(1), float(1), float(1), float(1)); #line 69 uint imageIndex_0 = _S9.backgroundImageIndex_0; if(imageIndex_0 < numBackgroundTextures_0._data) { vec4 _S11 = (texture(sampler2D(backgroundTextures_0[imageIndex_0],backgroundSampler_0), (_S3))); #line 71 bgTextureColor_0 = _S11; } else { #line 71 bgTextureColor_0 = _S10; } #line 71 _S2 = vec4(_S9.backgroundColor_0, _S9.opacity_0) * bgTextureColor_0; #line 71 return; }