#version 310 es void fma_6a3283() { vec4 res = ((vec4(0.0f)) * (vec4(0.0f)) + (vec4(0.0f))); } vec4 vertex_main() { fma_6a3283(); return vec4(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; } #version 310 es precision mediump float; void fma_6a3283() { vec4 res = ((vec4(0.0f)) * (vec4(0.0f)) + (vec4(0.0f))); } void fragment_main() { fma_6a3283(); } void main() { fragment_main(); return; } #version 310 es void fma_6a3283() { vec4 res = ((vec4(0.0f)) * (vec4(0.0f)) + (vec4(0.0f))); } void compute_main() { fma_6a3283(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }