#version 310 es void mix_0c8c33() { vec3 arg_0 = vec3(0.0f); vec3 arg_1 = vec3(0.0f); vec3 arg_2 = vec3(0.0f); vec3 res = mix(arg_0, arg_1, arg_2); } vec4 vertex_main() { mix_0c8c33(); return vec4(0.0f); } void main() { gl_PointSize = 1.0; vec4 inner_result = vertex_main(); 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; void mix_0c8c33() { vec3 arg_0 = vec3(0.0f); vec3 arg_1 = vec3(0.0f); vec3 arg_2 = vec3(0.0f); vec3 res = mix(arg_0, arg_1, arg_2); } void fragment_main() { mix_0c8c33(); } void main() { fragment_main(); return; } #version 310 es void mix_0c8c33() { vec3 arg_0 = vec3(0.0f); vec3 arg_1 = vec3(0.0f); vec3 arg_2 = vec3(0.0f); vec3 res = mix(arg_0, arg_1, arg_2); } void compute_main() { mix_0c8c33(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }