| layout(location = 0) flat out int loc0_1; |
| VertexOutput foo(float x) { |
| VertexOutput tint_symbol = VertexOutput(vec4(x, x, x, 1.0f), 42); |
| VertexOutput vert_main1() { |
| VertexOutput inner_result = vert_main1(); |
| gl_Position = inner_result.pos; |
| loc0_1 = inner_result.loc0; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| layout(location = 0) flat out int loc0_1; |
| VertexOutput foo(float x) { |
| VertexOutput tint_symbol = VertexOutput(vec4(x, x, x, 1.0f), 42); |
| VertexOutput vert_main2() { |
| VertexOutput inner_result = vert_main2(); |
| gl_Position = inner_result.pos; |
| loc0_1 = inner_result.loc0; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |