| #version 310 es |
| precision mediump float; |
| |
| struct VertexInputs { |
| uint vertex_index; |
| uint instance_index; |
| }; |
| |
| vec4 tint_symbol(VertexInputs inputs) { |
| uint foo = (inputs.vertex_index + inputs.instance_index); |
| return vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| |
| void main() { |
| VertexInputs tint_symbol_1 = VertexInputs(uint(gl_VertexID), uint(gl_InstanceID)); |
| vec4 inner_result = tint_symbol(tint_symbol_1); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |