#version 310 es precision mediump float; struct Out { vec4 pos; }; Out tint_symbol() { Out tint_symbol_1 = Out(vec4(0.0f, 0.0f, 0.0f, 0.0f)); return tint_symbol_1; } void main() { Out inner_result = tint_symbol(); gl_Position = inner_result.pos; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }