#version 310 es vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { tint_symbol = vec4(0.0f); return; } struct main_out { vec4 tint_symbol; }; main_out tint_symbol_1() { main_1(); main_out tint_symbol_2 = main_out(tint_symbol); return tint_symbol_2; } void main() { gl_PointSize = 1.0; main_out inner_result = tint_symbol_1(); gl_Position = inner_result.tint_symbol; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }