#version 310 es layout(location = 0) in vec4 cur_position_1; layout(location = 1) in vec4 color_1; layout(location = 0) out vec4 vtxFragColor_1; layout(binding = 0) uniform Uniforms_ubo { mat4 modelViewProjectionMatrix; } uniforms; struct VertexInput { vec4 cur_position; vec4 color; }; struct VertexOutput { vec4 vtxFragColor; vec4 Position; }; VertexOutput vtx_main(VertexInput tint_symbol) { VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); tint_symbol_1.Position = (uniforms.modelViewProjectionMatrix * tint_symbol.cur_position); tint_symbol_1.vtxFragColor = tint_symbol.color; return tint_symbol_1; } void main() { gl_PointSize = 1.0; VertexInput tint_symbol_2 = VertexInput(cur_position_1, color_1); VertexOutput inner_result = vtx_main(tint_symbol_2); vtxFragColor_1 = inner_result.vtxFragColor; gl_Position = inner_result.Position; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision mediump float; layout(location = 0) in vec4 fragColor_1; layout(location = 0) out vec4 value; struct Uniforms { mat4 modelViewProjectionMatrix; }; struct VertexInput { vec4 cur_position; vec4 color; }; struct VertexOutput { vec4 vtxFragColor; vec4 Position; }; vec4 frag_main(vec4 fragColor) { return fragColor; } void main() { vec4 inner_result = frag_main(fragColor_1); value = inner_result; return; }