// inst 0: Vec2(Float32)
// inst 1: Vec3(Float32)
struct type_2 {
@location(0) pos: vec2<f32>,
@location(1) col: vec3<f32>,
}
struct type_4 {
@builtin(vertex_index) index: u32,
}
struct VertexOutput {
@builtin(position) pos: vec4<f32>,
@location(0) col: vec3<f32>,
}
@vertex
fn vs(param: type_2, param_1: type_4) -> VertexOutput {
var local: f32;
var local_1: f32;
var local_2: f32;
var local_3: f32;
var local_4: vec2<f32>;
local = 0.4f;
local_1 = 2.0943952f;
local_2 = -1.5707964f;
let _e10: f32 = local_1;
let _e13: f32 = local_2;
local_3 = ((f32(param_1.index) * _e10) + _e13);
let _e17: f32 = local_3;
let _e20: f32 = local_3;
let _e24: f32 = local;
local_4 = ((vec2<f32>(cos(_e20), sin(_e17)) * _e24) + param.pos);
let _e35: vec2<f32> = local_4;
return VertexOutput(vec4<f32>(_e35, vec2<f32>(0f, 1f)), param.col);
}
@fragment
fn fs(param_2: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(param_2.col, 1f);
}