| #version 310 es |
| |
| |
| struct VertexInputs { |
| int loc0; |
| uint loc1; |
| float loc2; |
| vec4 loc3; |
| }; |
| |
| layout(location = 0) in int tint_symbol_loc0_Input; |
| layout(location = 1) in uint tint_symbol_loc1_Input; |
| layout(location = 2) in float tint_symbol_loc2_Input; |
| layout(location = 3) in vec4 tint_symbol_loc3_Input; |
| vec4 tint_symbol_inner(VertexInputs inputs) { |
| int i = inputs.loc0; |
| uint u = inputs.loc1; |
| float f = inputs.loc2; |
| vec4 v = inputs.loc3; |
| return vec4(0.0f); |
| } |
| void main() { |
| gl_Position = tint_symbol_inner(VertexInputs(tint_symbol_loc0_Input, tint_symbol_loc1_Input, tint_symbol_loc2_Input, tint_symbol_loc3_Input)); |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| gl_PointSize = 1.0f; |
| } |