| #version 310 es | |
| struct main_out { | |
| vec4 member_0; | |
| }; | |
| vec4 v = vec4(0.0f); | |
| void main_1() { | |
| v = vec4(0.0f); | |
| } | |
| main_out main_inner() { | |
| main_1(); | |
| return main_out(v); | |
| } | |
| void main() { | |
| gl_Position = main_inner().member_0; | |
| gl_Position.y = -(gl_Position.y); | |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
| gl_PointSize = 1.0f; | |
| } |