#version 310 es precision mediump float; vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); return; } struct main_out { vec4 tint_symbol; }; struct tint_symbol_2 { vec4 tint_symbol; }; main_out tint_symbol_1_inner() { main_1(); main_out tint_symbol_3 = main_out(tint_symbol); return tint_symbol_3; } tint_symbol_2 tint_symbol_1() { main_out inner_result = tint_symbol_1_inner(); tint_symbol_2 wrapper_result = tint_symbol_2(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.tint_symbol = inner_result.tint_symbol; return wrapper_result; } void main() { tint_symbol_2 outputs; outputs = tint_symbol_1(); gl_Position = outputs.tint_symbol; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; gl_Position.y = -gl_Position.y; }