#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; | |
} |