#version 310 es precision mediump float; struct VertexInputs0 { uint vertex_index; int loc0; }; struct VertexInputs1 { uint loc1; vec4 loc3; }; struct tint_symbol_2 { int loc0; uint loc1; uint loc1_1; vec4 loc3; uint vertex_index; uint instance_index; }; struct tint_symbol_3 { vec4 value; }; vec4 tint_symbol_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { uint foo = (inputs0.vertex_index + instance_index); return vec4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) { VertexInputs0 tint_symbol_4 = VertexInputs0(tint_symbol_1.vertex_index, tint_symbol_1.loc0); VertexInputs1 tint_symbol_5 = VertexInputs1(tint_symbol_1.loc1_1, tint_symbol_1.loc3); vec4 inner_result = tint_symbol_inner(tint_symbol_4, tint_symbol_1.loc1, tint_symbol_1.instance_index, tint_symbol_5); tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.value = inner_result; return wrapper_result; } layout(location = 0) in int loc0; layout(location = 1) in uint loc1; layout(location = 2) in uint loc1_1; layout(location = 3) in vec4 loc3; void main() { tint_symbol_2 inputs; inputs.loc0 = loc0; inputs.loc1 = loc1; inputs.loc1_1 = loc1_1; inputs.loc3 = loc3; inputs.vertex_index = uint(gl_VertexID); inputs.instance_index = uint(gl_InstanceID); tint_symbol_3 outputs; outputs = tint_symbol(inputs); gl_Position = outputs.value; gl_Position.y = -gl_Position.y; }