#version 310 es vec4 vtx_main(uint VertexIndex) { vec2 tint_symbol[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f), vec2(0.5f, -0.5f)); return vec4(tint_symbol[VertexIndex], 0.0f, 1.0f); } void main() { gl_PointSize = 1.0; vec4 inner_result = vtx_main(uint(gl_VertexID)); 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; layout(location = 0) out vec4 value; vec4 frag_main() { return vec4(1.0f, 0.0f, 0.0f, 1.0f); } void main() { vec4 inner_result = frag_main(); value = inner_result; return; }