#version 310 es void select_431dfb() { bvec2 arg_2 = bvec2(true); vec2 res = mix(vec2(1.0f), vec2(1.0f), arg_2); } vec4 vertex_main() { select_431dfb(); 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 select_431dfb() { bvec2 arg_2 = bvec2(true); vec2 res = mix(vec2(1.0f), vec2(1.0f), arg_2); } void fragment_main() { select_431dfb(); } void main() { fragment_main(); return; } #version 310 es void select_431dfb() { bvec2 arg_2 = bvec2(true); vec2 res = mix(vec2(1.0f), vec2(1.0f), arg_2); } void compute_main() { select_431dfb(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }