#version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { vec2 a = vec2(0.0f, 0.0f); vec2 b = vec2(0.0f, 0.0f); a = vec2(1.0f, 1.0f); float x_25 = a.x; a.x = (x_25 + 0.5f); b = fract(a); float x_31 = b.x; if ((x_31 == 0.5f)) { x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); } else { x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); } return; } struct main_out { vec4 x_GLF_color_1; }; main_out tint_symbol() { main_1(); main_out tint_symbol_1 = main_out(x_GLF_color); return tint_symbol_1; } void main() { main_out inner_result = tint_symbol(); x_GLF_color_1_1 = inner_result.x_GLF_color_1; return; }