| #version 310 es | |
| vec4 vs_main(uint in_vertex_index) { | |
| vec4 tint_symbol[3] = vec4[3](vec4(0.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(1.0f, 1.0f, 0.0f, 1.0f)); | |
| return tint_symbol[in_vertex_index]; | |
| } | |
| void main() { | |
| gl_PointSize = 1.0; | |
| vec4 inner_result = vs_main(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; | |
| } |