#version 310 es precision mediump float; vec4 tint_symbol(uint vertex_index, uint instance_index) { uint foo = (vertex_index + instance_index); return vec4(0.0f, 0.0f, 0.0f, 0.0f); } void main() { vec4 inner_result = tint_symbol(uint(gl_VertexID), uint(gl_InstanceID)); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; }