blob: a8c4438c7f3a709ddea69731693e1dd7e2bc692d [file] [log] [blame]
//
// fragment_main
//
#version 310 es
precision highp float;
precision highp int;
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer f_prevent_dce_block_ssbo {
ivec4 inner;
} v;
layout(binding = 0, std140)
uniform f_tint_symbol_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp isampler2D f_arg_0;
ivec4 textureLoad_62d1de() {
uint v_2 = min(1u, (v_1.inner.tint_builtin_value_0 - 1u));
uint v_3 = (uvec2(textureSize(f_arg_0, int(v_2))).x - 1u);
ivec2 v_4 = ivec2(uvec2(min(uint(1), v_3), 0u));
ivec4 res = texelFetch(f_arg_0, v_4, int(v_2));
return res;
}
void main() {
v.inner = textureLoad_62d1de();
}
//
// compute_main
//
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
ivec4 inner;
} v;
layout(binding = 0, std140)
uniform tint_symbol_1_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp isampler2D arg_0;
ivec4 textureLoad_62d1de() {
uint v_2 = min(1u, (v_1.inner.tint_builtin_value_0 - 1u));
uint v_3 = (uvec2(textureSize(arg_0, int(v_2))).x - 1u);
ivec2 v_4 = ivec2(uvec2(min(uint(1), v_3), 0u));
ivec4 res = texelFetch(arg_0, v_4, int(v_2));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureLoad_62d1de();
}
//
// vertex_main
//
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
struct VertexOutput {
vec4 pos;
ivec4 prevent_dce;
};
layout(binding = 0, std140)
uniform v_tint_symbol_ubo {
TintTextureUniformData inner;
} v;
uniform highp isampler2D v_arg_0;
layout(location = 0) flat out ivec4 tint_interstage_location0;
ivec4 textureLoad_62d1de() {
uint v_1 = min(1u, (v.inner.tint_builtin_value_0 - 1u));
uint v_2 = (uvec2(textureSize(v_arg_0, int(v_1))).x - 1u);
ivec2 v_3 = ivec2(uvec2(min(uint(1), v_2), 0u));
ivec4 res = texelFetch(v_arg_0, v_3, int(v_1));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput v_4 = VertexOutput(vec4(0.0f), ivec4(0));
v_4.pos = vec4(0.0f);
v_4.prevent_dce = textureLoad_62d1de();
return v_4;
}
void main() {
VertexOutput v_5 = vertex_main_inner();
gl_Position = vec4(v_5.pos.x, -(v_5.pos.y), ((2.0f * v_5.pos.z) - v_5.pos.w), v_5.pos.w);
tint_interstage_location0 = v_5.prevent_dce;
gl_PointSize = 1.0f;
}