| #extension GL_AMD_gpu_shader_half_float: require |
| layout(binding = 0, std430) |
| buffer f_prevent_dce_block_ssbo { |
| f16vec3 res = f16vec3(0.88134765625hf); |
| v.inner = asinh_fb5e8c(); |
| #extension GL_AMD_gpu_shader_half_float: require |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| f16vec3 res = f16vec3(0.88134765625hf); |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| v.inner = asinh_fb5e8c(); |
| #extension GL_AMD_gpu_shader_half_float: require |
| layout(location = 0) flat out f16vec3 tint_interstage_location0; |
| f16vec3 res = f16vec3(0.88134765625hf); |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), f16vec3(0.0hf)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = asinh_fb5e8c(); |
| VertexOutput v = vertex_main_inner(); |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| tint_interstage_location0 = v.prevent_dce; |