#version 310 es precision mediump float; const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f)); struct tint_symbol_1 { uint VertexIndex; }; struct tint_symbol_2 { vec4 value; }; vec4 vtx_main_inner(uint VertexIndex) { return vec4(pos[VertexIndex], 0.0f, 1.0f); } struct tint_symbol_3 { vec4 value; }; tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) { vec4 inner_result = vtx_main_inner(tint_symbol.VertexIndex); tint_symbol_2 wrapper_result = tint_symbol_2(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.value = inner_result; return wrapper_result; } void main() { tint_symbol_1 inputs; inputs.VertexIndex = uint(gl_VertexID); tint_symbol_2 outputs; outputs = vtx_main(inputs); gl_Position = outputs.value; gl_Position.z = 2.0 * gl_Position.z - gl_Position.w; gl_Position.y = -gl_Position.y; } #version 310 es precision mediump float; struct tint_symbol_1 { uint VertexIndex; }; struct tint_symbol_2 { vec4 value; }; struct tint_symbol_3 { vec4 value; }; vec4 frag_main_inner() { return vec4(1.0f, 0.0f, 0.0f, 1.0f); } tint_symbol_3 frag_main() { vec4 inner_result_1 = frag_main_inner(); tint_symbol_3 wrapper_result_1 = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result_1.value = inner_result_1; return wrapper_result_1; } layout(location = 0) out vec4 value; void main() { tint_symbol_3 outputs; outputs = frag_main(); value = outputs.value; }