#version 310 es struct modf_result_vec4_f32 { vec4 fract; vec4 whole; }; void modf_4bfced() { modf_result_vec4_f32 res = modf_result_vec4_f32(vec4(-0.5f), vec4(-1.0f)); } vec4 vertex_main() { modf_4bfced(); return vec4(0.0f); } void main() { gl_PointSize = 1.0; vec4 inner_result = vertex_main(); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision mediump float; struct modf_result_vec4_f32 { vec4 fract; vec4 whole; }; void modf_4bfced() { modf_result_vec4_f32 res = modf_result_vec4_f32(vec4(-0.5f), vec4(-1.0f)); } void fragment_main() { modf_4bfced(); } void main() { fragment_main(); return; } #version 310 es struct modf_result_vec4_f32 { vec4 fract; vec4 whole; }; void modf_4bfced() { modf_result_vec4_f32 res = modf_result_vec4_f32(vec4(-0.5f), vec4(-1.0f)); } void compute_main() { modf_4bfced(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }