#version 310 es precision mediump float; struct tint_symbol_1 { vec4 value; }; vec4 tint_symbol_inner() { return vec4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol_1 tint_symbol() { vec4 inner_result = tint_symbol_inner(); tint_symbol_1 wrapper_result = tint_symbol_1(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.value = inner_result; return wrapper_result; } void main() { tint_symbol_1 outputs; outputs = tint_symbol(); gl_Position = outputs.value; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; gl_Position.y = -gl_Position.y; }