#version 310 es | |
struct tint_symbol_2 { | |
float tint_symbol_1; | |
}; | |
layout(location = 0) uniform tint_symbol_2 v; | |
vec4 tint_symbol_inner(uint b) { | |
float v_1 = v.tint_symbol_1; | |
return vec4((v_1 + float(b))); | |
} | |
void main() { | |
gl_Position = tint_symbol_inner(uint(gl_InstanceID)); | |
gl_Position[1u] = -(gl_Position.y); | |
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); | |
gl_PointSize = 1.0f; | |
} |