| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| int inner; |
| } prevent_dce; |
| |
| int transpose_d6faec() { |
| f16mat2x3 arg_0 = f16mat2x3(f16vec3(1.0hf), f16vec3(1.0hf)); |
| f16mat3x2 res = transpose(arg_0); |
| return mix(0, 1, (res[0][0] == 0.0hf)); |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| int prevent_dce; |
| }; |
| |
| void fragment_main() { |
| prevent_dce.inner = transpose_d6faec(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| int inner; |
| } prevent_dce; |
| |
| int transpose_d6faec() { |
| f16mat2x3 arg_0 = f16mat2x3(f16vec3(1.0hf), f16vec3(1.0hf)); |
| f16mat3x2 res = transpose(arg_0); |
| return mix(0, 1, (res[0][0] == 0.0hf)); |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| int prevent_dce; |
| }; |
| |
| void compute_main() { |
| prevent_dce.inner = transpose_d6faec(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| |
| layout(location = 0) flat out int prevent_dce_1; |
| int transpose_d6faec() { |
| f16mat2x3 arg_0 = f16mat2x3(f16vec3(1.0hf), f16vec3(1.0hf)); |
| f16mat3x2 res = transpose(arg_0); |
| return mix(0, 1, (res[0][0] == 0.0hf)); |
| } |
| |
| 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 = transpose_d6faec(); |
| 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; |
| } |