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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