#version 310 es | |
precision mediump float; | |
struct VertexOutputs { | |
vec4 position; | |
}; | |
VertexOutputs tint_symbol() { | |
VertexOutputs tint_symbol_1 = VertexOutputs(vec4(1.0f, 2.0f, 3.0f, 4.0f)); | |
return tint_symbol_1; | |
} | |
void main() { | |
VertexOutputs inner_result = tint_symbol(); | |
gl_Position = inner_result.position; | |
gl_Position.y = -(gl_Position.y); | |
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | |
return; | |
} |