#version 310 es layout(location = 0) in int loc0_1; layout(location = 1) in uint loc1_1; layout(location = 2) in float loc2_1; layout(location = 3) in vec4 loc3_1; vec4 tint_symbol(int loc0, uint loc1, float loc2, vec4 loc3) { int i = loc0; uint u = loc1; float f = loc2; vec4 v = loc3; return vec4(0.0f); } void main() { gl_PointSize = 1.0; vec4 inner_result = tint_symbol(loc0_1, loc1_1, loc2_1, loc3_1); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }