1#version 310 es 2precision mediump float; 3 4struct VertexInputs0 { 5 uint vertex_index; 6 int loc0; 7}; 8struct VertexInputs1 { 9 uint loc1; 10 vec4 loc3; 11}; 12struct tint_symbol_2 { 13 int loc0; 14 uint loc1; 15 uint loc1_1; 16 vec4 loc3; 17 uint vertex_index; 18 uint instance_index; 19}; 20struct tint_symbol_3 { 21 vec4 value; 22}; 23 24vec4 tint_symbol_inner(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) { 25 uint foo = (inputs0.vertex_index + instance_index); 26 return vec4(0.0f, 0.0f, 0.0f, 0.0f); 27} 28 29tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) { 30 VertexInputs0 tint_symbol_4 = VertexInputs0(tint_symbol_1.vertex_index, tint_symbol_1.loc0); 31 VertexInputs1 tint_symbol_5 = VertexInputs1(tint_symbol_1.loc1_1, tint_symbol_1.loc3); 32 vec4 inner_result = tint_symbol_inner(tint_symbol_4, tint_symbol_1.loc1, tint_symbol_1.instance_index, tint_symbol_5); 33 tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f)); 34 wrapper_result.value = inner_result; 35 return wrapper_result; 36} 37in int loc0; 38in uint loc1; 39in uint loc1_1; 40in vec4 loc3; 41void main() { 42 tint_symbol_2 inputs; 43 inputs.loc0 = loc0; 44 inputs.loc1 = loc1; 45 inputs.loc1_1 = loc1_1; 46 inputs.loc3 = loc3; 47 inputs.vertex_index = uint(gl_VertexID); 48 inputs.instance_index = uint(gl_InstanceID); 49 tint_symbol_3 outputs; 50 outputs = tint_symbol(inputs); 51 gl_Position = outputs.value; 52 gl_Position.y = -gl_Position.y; 53} 54 55 56