#version 310 es precision mediump float; layout (binding = 0) uniform vertexUniformBuffer1_1 { mat2 transform1; } x_20; layout (binding = 0) uniform vertexUniformBuffer2_1 { mat2 transform2; } x_26; struct tint_symbol_3 { uint tint_symbol_1; }; struct tint_symbol_4 { vec4 value; }; vec4 tint_symbol_inner(uint tint_symbol_1) { vec2 indexable[3] = vec2[3](vec2(0.0f, 0.0f), vec2(0.0f, 0.0f), vec2(0.0f, 0.0f)); mat2 x_23 = x_20.transform1; mat2 x_28 = x_26.transform2; uint x_46 = tint_symbol_1; vec2 tint_symbol_5[3] = vec2[3](vec2(-1.0f, 1.0f), vec2(1.0f, 1.0f), vec2(-1.0f, -1.0f)); indexable = tint_symbol_5; vec2 x_51 = indexable[x_46]; vec2 x_52 = (mat2((x_23[0u] + x_28[0u]), (x_23[1u] + x_28[1u])) * x_51); return vec4(x_52.x, x_52.y, 0.0f, 1.0f); } tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) { vec4 inner_result = tint_symbol_inner(tint_symbol_2.tint_symbol_1); tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.value = inner_result; return wrapper_result; } void main() { tint_symbol_3 inputs; inputs.tint_symbol_1 = uint(gl_VertexID); tint_symbol_4 outputs; outputs = tint_symbol(inputs); gl_Position = outputs.value; gl_Position.y = -gl_Position.y; }