#version 310 es #extension GL_AMD_gpu_shader_half_float : require precision mediump float; layout(location = 0) out vec4 value; vec4 tint_symbol() { return vec4(0.100000001f, 0.200000003f, 0.300000012f, 0.400000006f); } void main() { vec4 inner_result = tint_symbol(); value = inner_result; return; }