#version 310 es precision mediump float; struct Output { vec4 Position; vec4 color; }; struct tint_symbol_3 { uint VertexIndex; uint InstanceIndex; }; struct tint_symbol_4 { vec4 color; vec4 Position; }; Output tint_symbol_inner(uint VertexIndex, uint InstanceIndex) { vec2 zv[4] = vec2[4](vec2(0.200000003f, 0.200000003f), vec2(0.300000012f, 0.300000012f), vec2(-0.100000001f, -0.100000001f), vec2(1.100000024f, 1.100000024f)); float z = zv[InstanceIndex].x; Output tint_symbol_1 = Output(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); tint_symbol_1.Position = vec4(0.5f, 0.5f, z, 1.0f); vec4 colors[4] = vec4[4](vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f), vec4(1.0f, 1.0f, 1.0f, 1.0f)); tint_symbol_1.color = colors[InstanceIndex]; return tint_symbol_1; } tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) { Output inner_result = tint_symbol_inner(tint_symbol_2.VertexIndex, tint_symbol_2.InstanceIndex); tint_symbol_4 wrapper_result = tint_symbol_4(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.Position = inner_result.Position; wrapper_result.color = inner_result.color; return wrapper_result; } out vec4 color; void main() { tint_symbol_3 inputs; inputs.VertexIndex = uint(gl_VertexID); inputs.InstanceIndex = uint(gl_InstanceID); tint_symbol_4 outputs; outputs = tint_symbol(inputs); color = outputs.color; gl_Position = outputs.Position; gl_Position.y = -gl_Position.y; }