| #version 310 es | |
| struct vec4f { | |
| int i; | |
| }; | |
| vec4 tint_symbol(uint VertexIndex) { | |
| vec4f s = vec4f(1); | |
| float f = float(s.i); | |
| bool b = bool(f); | |
| return (b ? vec4(1.0f) : vec4(0.0f)); | |
| } | |
| void main() { | |
| gl_PointSize = 1.0; | |
| vec4 inner_result = tint_symbol(uint(gl_VertexID)); | |
| gl_Position = inner_result; | |
| gl_Position.y = -(gl_Position.y); | |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
| return; | |
| } |