| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| int tint_int_dot(ivec3 a, ivec3 b) { |
| return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; |
| } |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| int inner; |
| } prevent_dce; |
| |
| int dot_f1312c() { |
| ivec3 arg_0 = ivec3(1); |
| ivec3 arg_1 = ivec3(1); |
| int res = tint_int_dot(arg_0, arg_1); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| int prevent_dce; |
| }; |
| |
| void fragment_main() { |
| prevent_dce.inner = dot_f1312c(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| |
| int tint_int_dot(ivec3 a, ivec3 b) { |
| return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; |
| } |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| int inner; |
| } prevent_dce; |
| |
| int dot_f1312c() { |
| ivec3 arg_0 = ivec3(1); |
| ivec3 arg_1 = ivec3(1); |
| int res = tint_int_dot(arg_0, arg_1); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| int prevent_dce; |
| }; |
| |
| void compute_main() { |
| prevent_dce.inner = dot_f1312c(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |
| #version 310 es |
| |
| int tint_int_dot(ivec3 a, ivec3 b) { |
| return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; |
| } |
| |
| layout(location = 0) flat out int prevent_dce_1; |
| int dot_f1312c() { |
| ivec3 arg_0 = ivec3(1); |
| ivec3 arg_1 = ivec3(1); |
| int res = tint_int_dot(arg_0, arg_1); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| int prevent_dce; |
| }; |
| |
| VertexOutput vertex_main() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), 0); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = dot_f1312c(); |
| 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; |
| } |