| #version 310 es | |
| struct VertexInputs { | |
| uint vertex_index; | |
| uint instance_index; | |
| }; | |
| vec4 tint_symbol(VertexInputs inputs) { | |
| uint foo = (inputs.vertex_index + inputs.instance_index); | |
| return vec4(0.0f); | |
| } | |
| void main() { | |
| gl_PointSize = 1.0; | |
| VertexInputs tint_symbol_1 = VertexInputs(uint(gl_VertexID), uint(gl_InstanceID)); | |
| vec4 inner_result = tint_symbol(tint_symbol_1); | |
| gl_Position = inner_result; | |
| gl_Position.y = -(gl_Position.y); | |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
| return; | |
| } |