| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| vec4 normalize_9a0aab() { |
| vec4 res = normalize(arg_0); |
| v.tint_symbol = normalize_9a0aab(); |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| vec4 normalize_9a0aab() { |
| vec4 res = normalize(arg_0); |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| v.tint_symbol = normalize_9a0aab(); |
| layout(location = 0) flat out vec4 vertex_main_loc0_Output; |
| vec4 normalize_9a0aab() { |
| vec4 res = normalize(arg_0); |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec4(0.0f)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = normalize_9a0aab(); |
| VertexOutput v = vertex_main_inner(); |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v.prevent_dce; |