| // |
| // vertex_main |
| // |
| #version 310 es |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std140) |
| uniform tint_symbol_1_1_ubo { |
| TintTextureUniformData inner; |
| } v; |
| uniform highp isampler2D arg_0; |
| ivec4 textureLoad2d(ivec2 coords, int level, uint tint_tex_value) { |
| uint v_1 = min(uint(level), (tint_tex_value - 1u)); |
| uvec2 v_2 = (uvec2(textureSize(arg_0, int(v_1))) - uvec2(1u)); |
| ivec2 v_3 = ivec2(min(uvec2(coords), v_2)); |
| return texelFetch(arg_0, v_3, int(v_1)); |
| } |
| void doTextureLoad() { |
| ivec4 res = textureLoad2d(ivec2(0), 0, v.inner.tint_builtin_value_0); |
| } |
| vec4 vertex_main_inner() { |
| doTextureLoad(); |
| return vec4(0.0f); |
| } |
| void main() { |
| gl_Position = vertex_main_inner(); |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| gl_PointSize = 1.0f; |
| } |
| // |
| // fragment_main |
| // |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std140) |
| uniform tint_symbol_1_1_ubo { |
| TintTextureUniformData inner; |
| } v; |
| uniform highp isampler2D arg_0; |
| ivec4 textureLoad2d(ivec2 coords, int level, uint tint_tex_value) { |
| uint v_1 = min(uint(level), (tint_tex_value - 1u)); |
| uvec2 v_2 = (uvec2(textureSize(arg_0, int(v_1))) - uvec2(1u)); |
| ivec2 v_3 = ivec2(min(uvec2(coords), v_2)); |
| return texelFetch(arg_0, v_3, int(v_1)); |
| } |
| void doTextureLoad() { |
| ivec4 res = textureLoad2d(ivec2(0), 0, v.inner.tint_builtin_value_0); |
| } |
| void main() { |
| doTextureLoad(); |
| } |
| // |
| // compute_main |
| // |
| #version 310 es |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std140) |
| uniform tint_symbol_1_1_ubo { |
| TintTextureUniformData inner; |
| } v; |
| uniform highp isampler2D arg_0; |
| ivec4 textureLoad2d(ivec2 coords, int level, uint tint_tex_value) { |
| uint v_1 = min(uint(level), (tint_tex_value - 1u)); |
| uvec2 v_2 = (uvec2(textureSize(arg_0, int(v_1))) - uvec2(1u)); |
| ivec2 v_3 = ivec2(min(uvec2(coords), v_2)); |
| return texelFetch(arg_0, v_3, int(v_1)); |
| } |
| void doTextureLoad() { |
| ivec4 res = textureLoad2d(ivec2(0), 0, v.inner.tint_builtin_value_0); |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| doTextureLoad(); |
| } |