|  | #version 310 es | 
|  |  | 
|  | struct tint_symbol_3 { | 
|  | uint texture_builtin_value_0; | 
|  | }; | 
|  |  | 
|  | layout(binding = 0, std140) uniform tint_symbol_4_block_ubo { | 
|  | tint_symbol_3 inner; | 
|  | } tint_symbol_4; | 
|  |  | 
|  | vec4 tint_symbol_1 = vec4(0.0f); | 
|  | void textureNumSamples_a3c8a0() { | 
|  | int res = 0; | 
|  | res = int(tint_symbol_4.inner.texture_builtin_value_0); | 
|  | return; | 
|  | } | 
|  |  | 
|  | void tint_symbol_2(vec4 tint_symbol) { | 
|  | tint_symbol_1 = tint_symbol; | 
|  | return; | 
|  | } | 
|  |  | 
|  | void vertex_main_1() { | 
|  | textureNumSamples_a3c8a0(); | 
|  | tint_symbol_2(vec4(0.0f)); | 
|  | return; | 
|  | } | 
|  |  | 
|  | struct vertex_main_out { | 
|  | vec4 tint_symbol_1_1; | 
|  | }; | 
|  |  | 
|  | vertex_main_out vertex_main() { | 
|  | vertex_main_1(); | 
|  | vertex_main_out tint_symbol_5 = vertex_main_out(tint_symbol_1); | 
|  | return tint_symbol_5; | 
|  | } | 
|  |  | 
|  | void main() { | 
|  | gl_PointSize = 1.0; | 
|  | vertex_main_out inner_result = vertex_main(); | 
|  | gl_Position = inner_result.tint_symbol_1_1; | 
|  | gl_Position.y = -(gl_Position.y); | 
|  | gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
|  | return; | 
|  | } | 
|  | #version 310 es | 
|  | precision highp float; | 
|  | precision highp int; | 
|  |  | 
|  | struct tint_symbol_3 { | 
|  | uint texture_builtin_value_0; | 
|  | }; | 
|  |  | 
|  | layout(binding = 0, std140) uniform tint_symbol_4_block_ubo { | 
|  | tint_symbol_3 inner; | 
|  | } tint_symbol_4; | 
|  |  | 
|  | void textureNumSamples_a3c8a0() { | 
|  | int res = 0; | 
|  | res = int(tint_symbol_4.inner.texture_builtin_value_0); | 
|  | return; | 
|  | } | 
|  |  | 
|  | struct vertex_main_out { | 
|  | vec4 tint_symbol_1_1; | 
|  | }; | 
|  |  | 
|  | void fragment_main_1() { | 
|  | textureNumSamples_a3c8a0(); | 
|  | return; | 
|  | } | 
|  |  | 
|  | void fragment_main() { | 
|  | fragment_main_1(); | 
|  | } | 
|  |  | 
|  | void main() { | 
|  | fragment_main(); | 
|  | return; | 
|  | } | 
|  | #version 310 es | 
|  |  | 
|  | struct tint_symbol_3 { | 
|  | uint texture_builtin_value_0; | 
|  | }; | 
|  |  | 
|  | layout(binding = 0, std140) uniform tint_symbol_4_block_ubo { | 
|  | tint_symbol_3 inner; | 
|  | } tint_symbol_4; | 
|  |  | 
|  | void textureNumSamples_a3c8a0() { | 
|  | int res = 0; | 
|  | res = int(tint_symbol_4.inner.texture_builtin_value_0); | 
|  | return; | 
|  | } | 
|  |  | 
|  | struct vertex_main_out { | 
|  | vec4 tint_symbol_1_1; | 
|  | }; | 
|  |  | 
|  | void compute_main_1() { | 
|  | textureNumSamples_a3c8a0(); | 
|  | return; | 
|  | } | 
|  |  | 
|  | void compute_main() { | 
|  | compute_main_1(); | 
|  | } | 
|  |  | 
|  | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
|  | void main() { | 
|  | compute_main(); | 
|  | return; | 
|  | } |