#version 310 es precision mediump float; layout (binding = 0) uniform Uniforms_1 { mat4 modelViewProjectionMatrix; } uniforms; struct VertexInput { vec4 cur_position; vec4 color; }; struct VertexOutput { vec4 vtxFragColor; vec4 Position; }; struct tint_symbol_3 { vec4 cur_position; vec4 color; }; struct tint_symbol_4 { vec4 vtxFragColor; vec4 Position; }; VertexOutput vtx_main_inner(VertexInput tint_symbol) { VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); tint_symbol_1.Position = (uniforms.modelViewProjectionMatrix * tint_symbol.cur_position); tint_symbol_1.vtxFragColor = tint_symbol.color; return tint_symbol_1; } struct tint_symbol_6 { vec4 fragColor; }; struct tint_symbol_7 { vec4 value; }; tint_symbol_4 vtx_main(tint_symbol_3 tint_symbol_2) { VertexInput tint_symbol_8 = VertexInput(tint_symbol_2.cur_position, tint_symbol_2.color); VertexOutput inner_result = vtx_main_inner(tint_symbol_8); tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.vtxFragColor = inner_result.vtxFragColor; wrapper_result.Position = inner_result.Position; return wrapper_result; } in vec4 cur_position; in vec4 color; out vec4 vtxFragColor; void main() { tint_symbol_3 inputs; inputs.cur_position = cur_position; inputs.color = color; tint_symbol_4 outputs; outputs = vtx_main(inputs); vtxFragColor = outputs.vtxFragColor; gl_Position = outputs.Position; gl_Position.y = -gl_Position.y; } #version 310 es precision mediump float; struct VertexInput { vec4 cur_position; vec4 color; }; struct VertexOutput { vec4 vtxFragColor; vec4 Position; }; struct tint_symbol_3 { vec4 cur_position; vec4 color; }; struct tint_symbol_4 { vec4 vtxFragColor; vec4 Position; }; struct tint_symbol_6 { vec4 fragColor; }; struct tint_symbol_7 { vec4 value; }; vec4 frag_main_inner(vec4 fragColor) { return fragColor; } tint_symbol_7 frag_main(tint_symbol_6 tint_symbol_5) { vec4 inner_result_1 = frag_main_inner(tint_symbol_5.fragColor); tint_symbol_7 wrapper_result_1 = tint_symbol_7(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result_1.value = inner_result_1; return wrapper_result_1; } in vec4 fragColor; out vec4 value; void main() { tint_symbol_6 inputs; inputs.fragColor = fragColor; tint_symbol_7 outputs; outputs = frag_main(inputs); value = outputs.value; }