#version 310 es layout(location = 0) in int loc0_1; layout(location = 1) in uint loc1_1; layout(location = 2) in float loc2_1; layout(location = 3) in vec4 loc3_1; struct VertexInputs0 { uint vertex_index; int loc0; }; struct VertexInputs1 { float loc2; vec4 loc3; }; vec4 tint_symbol(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { uint foo = (inputs0.vertex_index + instance_index); int i = inputs0.loc0; uint u = loc1; float f = inputs1.loc2; vec4 v = inputs1.loc3; return vec4(0.0f, 0.0f, 0.0f, 0.0f); } void main() { gl_PointSize = 1.0; VertexInputs0 tint_symbol_1 = VertexInputs0(uint(gl_VertexID), loc0_1); VertexInputs1 tint_symbol_2 = VertexInputs1(loc2_1, loc3_1); vec4 inner_result = tint_symbol(tint_symbol_1, loc1_1, uint(gl_InstanceID), tint_symbol_2); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }