| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| precision highp float; |
| precision highp int; |
| |
| struct modf_result_vec2_f16 { |
| f16vec2 fract; |
| f16vec2 whole; |
| }; |
| |
| modf_result_vec2_f16 tint_modf(f16vec2 param_0) { |
| modf_result_vec2_f16 result; |
| result.fract = modf(param_0, result.whole); |
| return result; |
| } |
| |
| |
| void modf_a545b9() { |
| f16vec2 arg_0 = f16vec2(-1.5hf); |
| modf_result_vec2_f16 res = tint_modf(arg_0); |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| }; |
| |
| void fragment_main() { |
| modf_a545b9(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| |
| struct modf_result_vec2_f16 { |
| f16vec2 fract; |
| f16vec2 whole; |
| }; |
| |
| modf_result_vec2_f16 tint_modf(f16vec2 param_0) { |
| modf_result_vec2_f16 result; |
| result.fract = modf(param_0, result.whole); |
| return result; |
| } |
| |
| |
| void modf_a545b9() { |
| f16vec2 arg_0 = f16vec2(-1.5hf); |
| modf_result_vec2_f16 res = tint_modf(arg_0); |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| }; |
| |
| void compute_main() { |
| modf_a545b9(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| |
| struct modf_result_vec2_f16 { |
| f16vec2 fract; |
| f16vec2 whole; |
| }; |
| |
| modf_result_vec2_f16 tint_modf(f16vec2 param_0) { |
| modf_result_vec2_f16 result; |
| result.fract = modf(param_0, result.whole); |
| return result; |
| } |
| |
| |
| void modf_a545b9() { |
| f16vec2 arg_0 = f16vec2(-1.5hf); |
| modf_result_vec2_f16 res = tint_modf(arg_0); |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| }; |
| |
| VertexOutput vertex_main() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| tint_symbol.pos = vec4(0.0f); |
| modf_a545b9(); |
| return tint_symbol; |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| VertexOutput inner_result = vertex_main(); |
| gl_Position = inner_result.pos; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |