#version 310 es precision mediump float; layout(location = 0) flat out int loc0_1; layout(location = 1) flat out uint loc1_1; layout(location = 2) out float loc2_1; layout(location = 3) out vec4 loc3_1; struct VertexOutputs { int loc0; uint loc1; float loc2; vec4 loc3; vec4 position; }; VertexOutputs tint_symbol() { VertexOutputs tint_symbol_1 = VertexOutputs(1, 1u, 1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); return tint_symbol_1; } void main() { VertexOutputs inner_result = tint_symbol(); loc0_1 = inner_result.loc0; loc1_1 = inner_result.loc1; loc2_1 = inner_result.loc2; loc3_1 = inner_result.loc3; gl_Position = inner_result.position; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }