| // |
| // fragment_main |
| // |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer f_prevent_dce_block_ssbo { |
| f16vec3 inner; |
| } v; |
| f16vec3 smoothstep_6e7a74() { |
| f16vec3 arg_0 = f16vec3(2.0hf); |
| f16vec3 arg_1 = f16vec3(4.0hf); |
| f16vec3 arg_2 = f16vec3(3.0hf); |
| f16vec3 v_1 = arg_0; |
| f16vec3 v_2 = clamp(((arg_2 - v_1) / (arg_1 - v_1)), f16vec3(0.0hf), f16vec3(1.0hf)); |
| f16vec3 res = (v_2 * (v_2 * (f16vec3(3.0hf) - (f16vec3(2.0hf) * v_2)))); |
| return res; |
| } |
| void main() { |
| v.inner = smoothstep_6e7a74(); |
| } |
| // |
| // compute_main |
| // |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| f16vec3 inner; |
| } v; |
| f16vec3 smoothstep_6e7a74() { |
| f16vec3 arg_0 = f16vec3(2.0hf); |
| f16vec3 arg_1 = f16vec3(4.0hf); |
| f16vec3 arg_2 = f16vec3(3.0hf); |
| f16vec3 v_1 = arg_0; |
| f16vec3 v_2 = clamp(((arg_2 - v_1) / (arg_1 - v_1)), f16vec3(0.0hf), f16vec3(1.0hf)); |
| f16vec3 res = (v_2 * (v_2 * (f16vec3(3.0hf) - (f16vec3(2.0hf) * v_2)))); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = smoothstep_6e7a74(); |
| } |
| // |
| // vertex_main |
| // |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| f16vec3 prevent_dce; |
| }; |
| |
| layout(location = 0) flat out f16vec3 tint_interstage_location0; |
| f16vec3 smoothstep_6e7a74() { |
| f16vec3 arg_0 = f16vec3(2.0hf); |
| f16vec3 arg_1 = f16vec3(4.0hf); |
| f16vec3 arg_2 = f16vec3(3.0hf); |
| f16vec3 v = arg_0; |
| f16vec3 v_1 = clamp(((arg_2 - v) / (arg_1 - v)), f16vec3(0.0hf), f16vec3(1.0hf)); |
| f16vec3 res = (v_1 * (v_1 * (f16vec3(3.0hf) - (f16vec3(2.0hf) * v_1)))); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), f16vec3(0.0hf)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = smoothstep_6e7a74(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_2 = vertex_main_inner(); |
| gl_Position = v_2.pos; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| tint_interstage_location0 = v_2.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |