#version 310 es #extension GL_AMD_gpu_shader_half_float : require precision mediump float; layout(location = 0) out vec4 value; vec4 tint_symbol() { return vec4(0.10000000149011611938f, 0.20000000298023223877f, 0.30000001192092895508f, 0.40000000596046447754f); } void main() { vec4 inner_result = tint_symbol(); value = inner_result; return; }