| #version 310 es |
| precision mediump float; |
| |
| struct VertexInputs { |
| int loc0; |
| uint loc1; |
| float loc2; |
| vec4 loc3; |
| }; |
| struct tint_symbol_2 { |
| int loc0; |
| uint loc1; |
| float loc2; |
| vec4 loc3; |
| }; |
| struct tint_symbol_3 { |
| vec4 value; |
| }; |
| |
| 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, 0.0f, 0.0f, 0.0f); |
| } |
| |
| tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) { |
| VertexInputs tint_symbol_4 = VertexInputs(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3); |
| vec4 inner_result = tint_symbol_inner(tint_symbol_4); |
| tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| in int loc0; |
| in uint loc1; |
| in float loc2; |
| in vec4 loc3; |
| void main() { |
| tint_symbol_2 inputs; |
| inputs.loc0 = loc0; |
| inputs.loc1 = loc1; |
| inputs.loc2 = loc2; |
| inputs.loc3 = loc3; |
| tint_symbol_3 outputs; |
| outputs = tint_symbol(inputs); |
| gl_Position = outputs.value; |
| gl_Position.y = -gl_Position.y; |
| } |
| |
| |