#version 310 es precision mediump float; struct VertexInputs { int loc0; uint loc1; float loc2; vec4 loc3; }; struct tint_symbol_2 { int loc0; uint loc1; float loc2; vec4 loc3; }; struct tint_symbol_3 { vec4 value; }; vec4 tint_symbol_inner(VertexInputs inputs) { int i = inputs.loc0; uint u = inputs.loc1; float f = inputs.loc2; vec4 v = inputs.loc3; return vec4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) { VertexInputs tint_symbol_4 = VertexInputs(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3); vec4 inner_result = tint_symbol_inner(tint_symbol_4); tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.value = inner_result; return wrapper_result; } in int loc0; in uint loc1; in float loc2; in vec4 loc3; void main() { tint_symbol_2 inputs; inputs.loc0 = loc0; inputs.loc1 = loc1; inputs.loc2 = loc2; inputs.loc3 = loc3; tint_symbol_3 outputs; outputs = tint_symbol(inputs); gl_Position = outputs.value; gl_Position.y = -gl_Position.y; }