| #version 310 es | 
 |  | 
 | vec4 vtx_main(uint VertexIndex) { | 
 |   vec2 tint_symbol[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f), vec2(0.5f, -0.5f)); | 
 |   return vec4(tint_symbol[VertexIndex], 0.0f, 1.0f); | 
 | } | 
 |  | 
 | void main() { | 
 |   gl_PointSize = 1.0; | 
 |   vec4 inner_result = vtx_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; | 
 | } | 
 | #version 310 es | 
 | precision mediump float; | 
 |  | 
 | layout(location = 0) out vec4 value; | 
 | vec4 frag_main() { | 
 |   return vec4(1.0f, 0.0f, 0.0f, 1.0f); | 
 | } | 
 |  | 
 | void main() { | 
 |   vec4 inner_result = frag_main(); | 
 |   value = inner_result; | 
 |   return; | 
 | } |