#version 310 es | |
precision mediump float; | |
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
void main_1() { | |
tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
return; | |
} | |
struct main_out { | |
vec4 tint_symbol; | |
}; | |
main_out tint_symbol_1() { | |
main_1(); | |
main_out tint_symbol_2 = main_out(tint_symbol); | |
return tint_symbol_2; | |
} | |
void main() { | |
main_out inner_result = tint_symbol_1(); | |
gl_Position = inner_result.tint_symbol; | |
gl_Position.y = -(gl_Position.y); | |
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
return; | |
} |