#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; | |
} |