| #version 310 es |
| |
| layout(location = 0) in int loc0_1; |
| layout(location = 1) in uint loc1_1; |
| layout(location = 2) in float loc2_1; |
| layout(location = 3) in vec4 loc3_1; |
| struct VertexInputs { |
| int loc0; |
| uint loc1; |
| float loc2; |
| vec4 loc3; |
| }; |
| |
| vec4 tint_symbol(VertexInputs inputs) { |
| int i = inputs.loc0; |
| uint u = inputs.loc1; |
| float f = inputs.loc2; |
| vec4 v = inputs.loc3; |
| return vec4(0.0f); |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| VertexInputs tint_symbol_1 = VertexInputs(loc0_1, loc1_1, loc2_1, loc3_1); |
| vec4 inner_result = tint_symbol(tint_symbol_1); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |