| vec4 tint_symbol_inner(int loc0, uint loc1, float loc2, vec4 loc3) { |
| return vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) { |
| vec4 inner_result = tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3); |
| tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| wrapper_result.value = inner_result; |
| layout(location = 0) in int loc0; |
| layout(location = 1) in uint loc1; |
| layout(location = 2) in float loc2; |
| layout(location = 3) in vec4 loc3; |
| outputs = tint_symbol(inputs); |
| gl_Position = outputs.value; |
| gl_Position.y = -gl_Position.y; |