#version 310 es
void clamp_bd43ce() {
uvec4 res = clamp(uvec4(0u, 0u, 0u, 0u), uvec4(0u, 0u, 0u, 0u), uvec4(0u, 0u, 0u, 0u));
}
vec4 vertex_main() {
clamp_bd43ce();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
precision mediump float;
void fragment_main() {
fragment_main();
void compute_main() {
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
compute_main();