#version 310 es #extension GL_AMD_gpu_shader_half_float : require layout(location = 0) flat out int loc0_1; layout(location = 1) flat out uint loc1_1; layout(location = 2) out float loc2_1; layout(location = 3) out vec4 loc3_1; layout(location = 4) out float16_t loc4_1; layout(location = 5) out f16vec3 loc5_1; struct VertexOutputs { int loc0; uint loc1; float loc2; vec4 loc3; vec4 position; float16_t loc4; f16vec3 loc5; }; VertexOutputs tint_symbol() { VertexOutputs tint_symbol_1 = VertexOutputs(1, 1u, 1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f), vec4(0.0f), 2.25hf, f16vec3(3.0hf, 5.0hf, 8.0hf)); return tint_symbol_1; } void main() { gl_PointSize = 1.0; VertexOutputs inner_result = tint_symbol(); loc0_1 = inner_result.loc0; loc1_1 = inner_result.loc1; loc2_1 = inner_result.loc2; loc3_1 = inner_result.loc3; gl_Position = inner_result.position; loc4_1 = inner_result.loc4; loc5_1 = inner_result.loc5; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }