| float tint_radians(float param_0) { |
| return param_0 * 0.017453292519943295474; |
| float res = tint_radians(1.0f); |
| return vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| vec4 inner_result = vertex_main(); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| float tint_radians(float param_0) { |
| return param_0 * 0.017453292519943295474; |
| float res = tint_radians(1.0f); |
| float tint_radians(float param_0) { |
| return param_0 * 0.017453292519943295474; |
| float res = tint_radians(1.0f); |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |