| #version 310 es | |
| vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
| void main_1() { | |
| tint_symbol = vec4(0.0f); | |
| return; | |
| } | |
| struct main_out { | |
| vec4 tint_symbol; | |
| }; | |
| main_out tint_symbol_1() { | |
| main_1(); | |
| main_out tint_symbol_2 = main_out(tint_symbol); | |
| return tint_symbol_2; | |
| } | |
| void main() { | |
| gl_PointSize = 1.0; | |
| main_out inner_result = tint_symbol_1(); | |
| gl_Position = inner_result.tint_symbol; | |
| gl_Position.y = -(gl_Position.y); | |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
| return; | |
| } |