#version 310 es precision mediump float; layout(location = 0) in vec4 view_position_1; layout(location = 1) in vec4 normal_1; layout(location = 2) in vec2 uv_1; layout(location = 3) in vec4 color_1; layout(location = 0) out vec4 color_2; struct PointLight { vec4 position; }; struct Uniforms { mat4 worldView; mat4 proj; uint numPointLights; uint color_source; vec4 color; }; layout(binding = 0) uniform Uniforms_1 { mat4 worldView; mat4 proj; uint numPointLights; uint color_source; vec4 color; } uniforms; layout(binding = 1) buffer PointLights_1 { PointLight values[]; } pointLights; struct FragmentInput { vec4 position; vec4 view_position; vec4 normal; vec2 uv; vec4 color; }; struct FragmentOutput { vec4 color; }; FragmentOutput tint_symbol(FragmentInput fragment) { FragmentOutput tint_symbol_1 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f)); tint_symbol_1.color = vec4(1.0f, 0.0f, 0.0f, 1.0f); return tint_symbol_1; } void main() { FragmentInput tint_symbol_2 = FragmentInput(gl_FragCoord, view_position_1, normal_1, uv_1, color_1); FragmentOutput inner_result = tint_symbol(tint_symbol_2); color_2 = inner_result.color; return; }