| #version 310 es | |
| int v() { | |
| return 0; | |
| } | |
| float v_1(int v_2) { | |
| return float(v_2); | |
| } | |
| bool v_3(float v_4) { | |
| return bool(v_4); | |
| } | |
| vec4 v_5(uint v_6) { | |
| return mix(vec4(0.0f), vec4(1.0f), bvec4(v_3(v_1(v())))); | |
| } | |
| void main() { | |
| vec4 v_7 = v_5(uint(gl_VertexID)); | |
| gl_Position = vec4(v_7.x, -(v_7.y), ((2.0f * v_7.z) - v_7.w), v_7.w); | |
| gl_PointSize = 1.0f; | |
| } |