#version 310 es | |
int vec4f() { | |
return 0; | |
} | |
float vec2f(int i) { | |
return float(i); | |
} | |
bool vec2i(float f) { | |
return bool(f); | |
} | |
vec4 tint_symbol(uint VertexIndex) { | |
vec4 tint_symbol_1 = vec4(0.0f); | |
vec4 tint_symbol_2 = vec4(1.0f); | |
int tint_symbol_3 = vec4f(); | |
float tint_symbol_4 = vec2f(tint_symbol_3); | |
bool tint_symbol_5 = vec2i(tint_symbol_4); | |
return mix(tint_symbol_1, tint_symbol_2, bvec4(tint_symbol_5)); | |
} | |
void main() { | |
gl_PointSize = 1.0; | |
vec4 inner_result = tint_symbol(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; | |
} |