| #version 310 es | |
| struct VertexOutputs { | |
| vec4 position; | |
| }; | |
| VertexOutputs tint_symbol_inner() { | |
| return VertexOutputs(vec4(1.0f, 2.0f, 3.0f, 4.0f)); | |
| } | |
| void main() { | |
| gl_Position = tint_symbol_inner().position; | |
| gl_Position[1u] = -(gl_Position.y); | |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); | |
| gl_PointSize = 1.0f; | |
| } |