#version 310 es vec4 tint_symbol(uint VertexIndex) { return vec4(0.0f, 0.0f, 0.0f, 1.0f); } 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; }