#version 310 es precision mediump float; layout(location = 0) flat out int loc0_1; struct VertexOutput { vec4 pos; int loc0; }; VertexOutput foo(float x) { VertexOutput tint_symbol = VertexOutput(vec4(x, x, x, 1.0f), 42); return tint_symbol; } VertexOutput vert_main1() { return foo(0.5f); } void main() { VertexOutput inner_result = vert_main1(); gl_Position = inner_result.pos; loc0_1 = inner_result.loc0; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision mediump float; layout(location = 0) flat out int loc0_1; struct VertexOutput { vec4 pos; int loc0; }; VertexOutput foo(float x) { VertexOutput tint_symbol = VertexOutput(vec4(x, x, x, 1.0f), 42); return tint_symbol; } VertexOutput vert_main2() { return foo(0.25f); } void main() { VertexOutput inner_result = vert_main2(); gl_Position = inner_result.pos; loc0_1 = inner_result.loc0; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }