#version 310 es void max_25eafe() { ivec3 res = max(ivec3(0, 0, 0), ivec3(0, 0, 0)); } vec4 vertex_main() { max_25eafe(); return vec4(0.0f, 0.0f, 0.0f, 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 max_25eafe() { ivec3 res = max(ivec3(0, 0, 0), ivec3(0, 0, 0)); } void fragment_main() { max_25eafe(); } void main() { fragment_main(); return; } #version 310 es void max_25eafe() { ivec3 res = max(ivec3(0, 0, 0), ivec3(0, 0, 0)); } void compute_main() { max_25eafe(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }