blob: e4d2b57efd4ccc49291165cddc217b5eff568242 [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_s, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
uniform highp sampler2D arg_0_arg_1;
vec4 textureSampleBaseClampToEdge_9ca02c() {
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_arg_1, vec2(1.0f));
return res;
}
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
void fragment_main() {
prevent_dce.inner = textureSampleBaseClampToEdge_9ca02c();
}
void main() {
fragment_main();
return;
}
#version 310 es
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_s, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
uniform highp sampler2D arg_0_arg_1;
vec4 textureSampleBaseClampToEdge_9ca02c() {
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_arg_1, vec2(1.0f));
return res;
}
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
void compute_main() {
prevent_dce.inner = textureSampleBaseClampToEdge_9ca02c();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_s, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
layout(location = 0) flat out vec4 prevent_dce_1;
uniform highp sampler2D arg_0_arg_1;
vec4 textureSampleBaseClampToEdge_9ca02c() {
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_arg_1, vec2(1.0f));
return res;
}
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureSampleBaseClampToEdge_9ca02c();
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;
}