#version 310 es | |
struct Normals { | |
vec3 f; | |
}; | |
vec4 tint_symbol() { | |
int zero = 0; | |
Normals tint_symbol_1[1] = Normals[1](Normals(vec3(0.0f, 0.0f, 1.0f))); | |
return vec4(tint_symbol_1[zero].f, 1.0f); | |
} | |
void main() { | |
gl_PointSize = 1.0; | |
vec4 inner_result = tint_symbol(); | |
gl_Position = inner_result; | |
gl_Position.y = -(gl_Position.y); | |
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
return; | |
} |