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