#version 310 es void transpose_ed4bdc() { mat2x3 res = transpose(mat3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f)); } vec4 vertex_main() { transpose_ed4bdc(); return vec4(0.0f, 0.0f, 0.0f, 0.0f); } void main() { vec4 inner_result = vertex_main(); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision mediump float; void transpose_ed4bdc() { mat2x3 res = transpose(mat3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f)); } void fragment_main() { transpose_ed4bdc(); } void main() { fragment_main(); return; } #version 310 es void transpose_ed4bdc() { mat2x3 res = transpose(mat3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f)); } void compute_main() { transpose_ed4bdc(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }