#version 310 es layout(location = 0) in int loc0_1; layout(location = 1) in uint loc1_1; layout(location = 2) in float loc2_1; layout(location = 3) in vec4 loc3_1; struct VertexInputs { int loc0; uint loc1; float loc2; vec4 loc3; }; vec4 tint_symbol(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); } void main() { gl_PointSize = 1.0; VertexInputs tint_symbol_1 = VertexInputs(loc0_1, loc1_1, loc2_1, loc3_1); vec4 inner_result = tint_symbol(tint_symbol_1); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }