blob: d0c13f267a957522e3d68af5c559a7330c16291d [file] [log] [blame]
#version 460
#extension GL_EXT_texture_shadow_lod: require
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
float tint_symbol;
} v;
uniform highp sampler2DArrayShadow arg_0_arg_1;
float textureSampleLevel_36f0d3() {
vec2 arg_2 = vec2(1.0f);
int arg_3 = 1;
uint arg_4 = 1u;
vec2 v_1 = arg_2;
uint v_2 = arg_4;
vec4 v_3 = vec4(v_1, float(arg_3), 0.0f);
float res = textureLodOffset(arg_0_arg_1, v_3, float(v_2), ivec2(1));
return res;
}
void main() {
v.tint_symbol = textureSampleLevel_36f0d3();
}
#version 460
#extension GL_EXT_texture_shadow_lod: require
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
float tint_symbol;
} v;
uniform highp sampler2DArrayShadow arg_0_arg_1;
float textureSampleLevel_36f0d3() {
vec2 arg_2 = vec2(1.0f);
int arg_3 = 1;
uint arg_4 = 1u;
vec2 v_1 = arg_2;
uint v_2 = arg_4;
vec4 v_3 = vec4(v_1, float(arg_3), 0.0f);
float res = textureLodOffset(arg_0_arg_1, v_3, float(v_2), ivec2(1));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = textureSampleLevel_36f0d3();
}
#version 460
#extension GL_EXT_texture_shadow_lod: require
struct VertexOutput {
vec4 pos;
float prevent_dce;
};
uniform highp sampler2DArrayShadow arg_0_arg_1;
layout(location = 0) flat out float vertex_main_loc0_Output;
float textureSampleLevel_36f0d3() {
vec2 arg_2 = vec2(1.0f);
int arg_3 = 1;
uint arg_4 = 1u;
vec2 v = arg_2;
uint v_1 = arg_4;
vec4 v_2 = vec4(v, float(arg_3), 0.0f);
float res = textureLodOffset(arg_0_arg_1, v_2, float(v_1), ivec2(1));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0.0f);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureSampleLevel_36f0d3();
return tint_symbol;
}
void main() {
VertexOutput v_3 = vertex_main_inner();
gl_Position = v_3.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_3.prevent_dce;
gl_PointSize = 1.0f;
}