| // | |
| // fragment_main | |
| // | |
| #version 310 es | |
| precision highp float; | |
| precision highp int; | |
| void step_38cd79() { | |
| vec4 res = vec4(1.0f); | |
| } | |
| void main() { | |
| step_38cd79(); | |
| } | |
| // | |
| // compute_main | |
| // | |
| #version 310 es | |
| void step_38cd79() { | |
| vec4 res = vec4(1.0f); | |
| } | |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | |
| void main() { | |
| step_38cd79(); | |
| } | |
| // | |
| // vertex_main | |
| // | |
| #version 310 es | |
| struct VertexOutput { | |
| vec4 pos; | |
| }; | |
| void step_38cd79() { | |
| vec4 res = vec4(1.0f); | |
| } | |
| VertexOutput vertex_main_inner() { | |
| VertexOutput v = VertexOutput(vec4(0.0f)); | |
| v.pos = vec4(0.0f); | |
| step_38cd79(); | |
| return v; | |
| } | |
| void main() { | |
| vec4 v_1 = vertex_main_inner().pos; | |
| gl_Position = vec4(v_1.x, -(v_1.y), ((2.0f * v_1.z) - v_1.w), v_1.w); | |
| gl_PointSize = 1.0f; | |
| } |