| #version 310 es |
| |
| layout(location = 0) flat out int loc0_1; |
| layout(location = 1) flat out uint loc1_1; |
| layout(location = 2) out float loc2_1; |
| layout(location = 3) out vec4 loc3_1; |
| struct VertexOutputs { |
| int loc0; |
| uint loc1; |
| float loc2; |
| vec4 loc3; |
| vec4 position; |
| }; |
| |
| VertexOutputs tint_symbol() { |
| VertexOutputs tint_symbol_1 = VertexOutputs(1, 1u, 1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f), vec4(0.0f)); |
| return tint_symbol_1; |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| VertexOutputs inner_result = tint_symbol(); |
| loc0_1 = inner_result.loc0; |
| loc1_1 = inner_result.loc1; |
| loc2_1 = inner_result.loc2; |
| loc3_1 = inner_result.loc3; |
| gl_Position = inner_result.position; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |