#version 310 es
#extension GL_AMD_gpu_shader_half_float : require

layout(location = 0) in int loc0_1;
layout(location = 1) in uint loc1_1;
layout(location = 2) in float loc2_1;
layout(location = 3) in vec4 loc3_1;
layout(location = 4) in float16_t loc4_1;
layout(location = 5) in f16vec3 loc5_1;
vec4 tint_symbol(int loc0, uint loc1, float loc2, vec4 loc3, float16_t loc4, f16vec3 loc5) {
  int i = loc0;
  uint u = loc1;
  float f = loc2;
  vec4 v = loc3;
  float16_t x = loc4;
  f16vec3 y = loc5;
  return vec4(0.0f);
}

void main() {
  gl_PointSize = 1.0;
  vec4 inner_result = tint_symbol(loc0_1, loc1_1, loc2_1, loc3_1, loc4_1, loc5_1);
  gl_Position = inner_result;
  gl_Position.y = -(gl_Position.y);
  gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
  return;
}