#version 310 es int vec4f() { return 0; } float vec2f(int i) { return float(i); } bool vec2i(float f) { return bool(f); } vec4 tint_symbol(uint VertexIndex) { vec4 tint_symbol_1 = vec4(0.0f); vec4 tint_symbol_2 = vec4(1.0f); int tint_symbol_3 = vec4f(); float tint_symbol_4 = vec2f(tint_symbol_3); bool tint_symbol_5 = vec2i(tint_symbol_4); return (tint_symbol_5 ? tint_symbol_2 : tint_symbol_1); } void main() { gl_PointSize = 1.0; vec4 inner_result = tint_symbol(uint(gl_VertexID)); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }