#version 310 es struct VertexOutputs { vec4 position; }; VertexOutputs tint_symbol() { VertexOutputs tint_symbol_1 = VertexOutputs(vec4(1.0f, 2.0f, 3.0f, 4.0f)); return tint_symbol_1; } void main() { gl_PointSize = 1.0; VertexOutputs inner_result = tint_symbol(); gl_Position = inner_result.position; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }