#version 310 es | |
int vec4f() { | |
return 0; | |
} | |
float vec2f(int i) { | |
return float(i); | |
} | |
bool vec2i(float f) { | |
return bool(f); | |
} | |
vec4 tint_symbol_inner(uint VertexIndex) { | |
return mix(vec4(0.0f), vec4(1.0f), bvec4(vec2i(vec2f(vec4f())))); | |
} | |
void main() { | |
gl_Position = tint_symbol_inner(uint(gl_VertexID)); | |
gl_Position[1u] = -(gl_Position.y); | |
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); | |
gl_PointSize = 1.0f; | |
} |