#version 310 es precision mediump float; struct VertexInputs0 { uint vertex_index; int loc0; }; struct VertexInputs1 { float loc2; vec4 loc3; }; struct tint_symbol_2 { int loc0; uint loc1; float loc2; vec4 loc3; uint vertex_index; uint instance_index; }; struct tint_symbol_3 { vec4 value; }; vec4 tint_symbol_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { uint foo = (inputs0.vertex_index + instance_index); int i = inputs0.loc0; uint u = loc1; float f = inputs1.loc2; vec4 v = inputs1.loc3; return vec4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) { VertexInputs0 tint_symbol_4 = VertexInputs0(tint_symbol_1.vertex_index, tint_symbol_1.loc0); VertexInputs1 tint_symbol_5 = VertexInputs1(tint_symbol_1.loc2, tint_symbol_1.loc3); vec4 inner_result = tint_symbol_inner(tint_symbol_4, tint_symbol_1.loc1, tint_symbol_1.instance_index, tint_symbol_5); 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; inputs.vertex_index = uint(gl_VertexID); inputs.instance_index = uint(gl_InstanceID); tint_symbol_3 outputs; outputs = tint_symbol(inputs); gl_Position = outputs.value; gl_Position.y = -gl_Position.y; }