| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| int inner; |
| } prevent_dce; |
| |
| int select_3c25ce() { |
| bvec3 arg_0 = bvec3(true); |
| bvec3 arg_1 = bvec3(true); |
| bool arg_2 = true; |
| bvec3 res = (arg_2 ? arg_1 : arg_0); |
| return (all(equal(res, bvec3(false))) ? 1 : 0); |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| int prevent_dce; |
| }; |
| |
| void fragment_main() { |
| prevent_dce.inner = select_3c25ce(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| int inner; |
| } prevent_dce; |
| |
| int select_3c25ce() { |
| bvec3 arg_0 = bvec3(true); |
| bvec3 arg_1 = bvec3(true); |
| bool arg_2 = true; |
| bvec3 res = (arg_2 ? arg_1 : arg_0); |
| return (all(equal(res, bvec3(false))) ? 1 : 0); |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| int prevent_dce; |
| }; |
| |
| void compute_main() { |
| prevent_dce.inner = select_3c25ce(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |
| #version 310 es |
| |
| layout(location = 0) flat out int prevent_dce_1; |
| int select_3c25ce() { |
| bvec3 arg_0 = bvec3(true); |
| bvec3 arg_1 = bvec3(true); |
| bool arg_2 = true; |
| bvec3 res = (arg_2 ? arg_1 : arg_0); |
| return (all(equal(res, bvec3(false))) ? 1 : 0); |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| int prevent_dce; |
| }; |
| |
| VertexOutput vertex_main() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), 0); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = select_3c25ce(); |
| return tint_symbol; |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| VertexOutput inner_result = vertex_main(); |
| gl_Position = inner_result.pos; |
| prevent_dce_1 = inner_result.prevent_dce; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |