| #version 310 es | 
 |  | 
 | layout(location = 0) in vec4 cur_position_1; | 
 | layout(location = 1) in vec4 color_1; | 
 | layout(location = 0) out vec4 vtxFragColor_1; | 
 | struct Uniforms { | 
 |   mat4 modelViewProjectionMatrix; | 
 | }; | 
 |  | 
 | layout(binding = 0, std140) uniform uniforms_block_ubo { | 
 |   Uniforms inner; | 
 | } uniforms; | 
 |  | 
 | struct VertexInput { | 
 |   vec4 cur_position; | 
 |   vec4 color; | 
 | }; | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 vtxFragColor; | 
 |   vec4 Position; | 
 | }; | 
 |  | 
 | VertexOutput vtx_main(VertexInput tint_symbol) { | 
 |   VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); | 
 |   tint_symbol_1.Position = (uniforms.inner.modelViewProjectionMatrix * tint_symbol.cur_position); | 
 |   tint_symbol_1.vtxFragColor = tint_symbol.color; | 
 |   return tint_symbol_1; | 
 | } | 
 |  | 
 | void main() { | 
 |   gl_PointSize = 1.0; | 
 |   VertexInput tint_symbol_2 = VertexInput(cur_position_1, color_1); | 
 |   VertexOutput inner_result = vtx_main(tint_symbol_2); | 
 |   vtxFragColor_1 = inner_result.vtxFragColor; | 
 |   gl_Position = inner_result.Position; | 
 |   gl_Position.y = -(gl_Position.y); | 
 |   gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
 |   return; | 
 | } | 
 | #version 310 es | 
 | precision highp float; | 
 |  | 
 | layout(location = 0) in vec4 fragColor_1; | 
 | layout(location = 0) out vec4 value; | 
 | struct Uniforms { | 
 |   mat4 modelViewProjectionMatrix; | 
 | }; | 
 |  | 
 | struct VertexInput { | 
 |   vec4 cur_position; | 
 |   vec4 color; | 
 | }; | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 vtxFragColor; | 
 |   vec4 Position; | 
 | }; | 
 |  | 
 | vec4 frag_main(vec4 fragColor) { | 
 |   return fragColor; | 
 | } | 
 |  | 
 | void main() { | 
 |   vec4 inner_result = frag_main(fragColor_1); | 
 |   value = inner_result; | 
 |   return; | 
 | } |