blob: 22ccd3253e326d5dc99809c39733245369fb2943 [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
uvec3 tint_extract_bits(uvec3 v, uint offset, uint count) {
uint s = min(offset, 32u);
uint e = min(32u, (s + count));
return bitfieldExtract(v, int(s), int((e - s)));
}
uvec3 extractBits_12b197() {
uvec3 arg_0 = uvec3(1u);
uint arg_1 = 1u;
uint arg_2 = 1u;
uvec3 res = tint_extract_bits(arg_0, arg_1, arg_2);
return res;
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uvec3 inner;
uint pad;
} prevent_dce;
struct VertexOutput {
vec4 pos;
uvec3 prevent_dce;
};
void fragment_main() {
prevent_dce.inner = extractBits_12b197();
}
void main() {
fragment_main();
return;
}
#version 310 es
uvec3 tint_extract_bits(uvec3 v, uint offset, uint count) {
uint s = min(offset, 32u);
uint e = min(32u, (s + count));
return bitfieldExtract(v, int(s), int((e - s)));
}
uvec3 extractBits_12b197() {
uvec3 arg_0 = uvec3(1u);
uint arg_1 = 1u;
uint arg_2 = 1u;
uvec3 res = tint_extract_bits(arg_0, arg_1, arg_2);
return res;
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uvec3 inner;
uint pad;
} prevent_dce;
struct VertexOutput {
vec4 pos;
uvec3 prevent_dce;
};
void compute_main() {
prevent_dce.inner = extractBits_12b197();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
uvec3 tint_extract_bits(uvec3 v, uint offset, uint count) {
uint s = min(offset, 32u);
uint e = min(32u, (s + count));
return bitfieldExtract(v, int(s), int((e - s)));
}
layout(location = 0) flat out uvec3 prevent_dce_1;
uvec3 extractBits_12b197() {
uvec3 arg_0 = uvec3(1u);
uint arg_1 = 1u;
uint arg_2 = 1u;
uvec3 res = tint_extract_bits(arg_0, arg_1, arg_2);
return res;
}
struct VertexOutput {
vec4 pos;
uvec3 prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), uvec3(0u, 0u, 0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = extractBits_12b197();
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;
}