uniform vec2 U0; in vec2 V0; in vec4 V1; void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3); void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3) { l3 = vec4((l0).x, (l1).y, (l2).z, 1.0); return; } void main(void) { F0(gl_FragCoord, V0, V1, gl_FragData[0]); }