| #version 310 es |
| |
| int vec4f() { |
| return 0; |
| } |
| |
| float vec2f(int i) { |
| return float(i); |
| } |
| |
| bool vec2i(float f) { |
| return bool(f); |
| } |
| |
| vec4 tint_symbol(uint VertexIndex) { |
| vec4 tint_symbol_1 = vec4(0.0f); |
| vec4 tint_symbol_2 = vec4(1.0f); |
| int tint_symbol_3 = vec4f(); |
| float tint_symbol_4 = vec2f(tint_symbol_3); |
| bool tint_symbol_5 = vec2i(tint_symbol_4); |
| return (tint_symbol_5 ? tint_symbol_2 : tint_symbol_1); |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| vec4 inner_result = tint_symbol(uint(gl_VertexID)); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |