#version 310 es struct VertexInputs { uint vertex_index; uint instance_index; }; vec4 tint_symbol(VertexInputs inputs) { uint foo = (inputs.vertex_index + inputs.instance_index); return vec4(0.0f, 0.0f, 0.0f, 0.0f); } void main() { VertexInputs tint_symbol_1 = VertexInputs(uint(gl_VertexID), uint(gl_InstanceID)); vec4 inner_result = tint_symbol(tint_symbol_1); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }