#version 310 es | |
vec4 tint_symbol(uint VertexIndex) { | |
return vec4(0.0f, 0.0f, 0.0f, 1.0f); | |
} | |
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; | |
} |