#version 310 es precision mediump float; layout(location = 0) out vec4 color_1; struct Output { vec4 Position; vec4 color; }; Output tint_symbol(uint VertexIndex, uint InstanceIndex) { vec2 zv[4] = vec2[4](vec2(0.200000003f, 0.200000003f), vec2(0.300000012f, 0.300000012f), vec2(-0.100000001f, -0.100000001f), vec2(1.100000024f, 1.100000024f)); float z = zv[InstanceIndex].x; Output tint_symbol_1 = Output(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); tint_symbol_1.Position = vec4(0.5f, 0.5f, z, 1.0f); vec4 colors[4] = vec4[4](vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f), vec4(1.0f, 1.0f, 1.0f, 1.0f)); tint_symbol_1.color = colors[InstanceIndex]; return tint_symbol_1; } void main() { Output inner_result = tint_symbol(uint(gl_VertexID), uint(gl_InstanceID)); gl_Position = inner_result.Position; color_1 = inner_result.color; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }