#version 310 es vec4 tint_symbol() { vec3 light = vec3(1.200000048f, 1.0f, 2.0f); vec3 negative_light = -(light); return vec4(0.0f, 0.0f, 0.0f, 0.0f); } void main() { vec4 inner_result = tint_symbol(); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }