| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| vec4 inner; |
| } v; |
| uniform highp sampler2D arg_0_arg_1; |
| vec4 textureSampleBaseClampToEdge_9ca02c() { |
| vec2 arg_2 = vec2(1.0f); |
| vec2 v_1 = arg_2; |
| vec2 v_2 = (vec2(0.5f) / vec2(uvec2(textureSize(arg_0_arg_1, 0)))); |
| vec2 v_3 = clamp(v_1, v_2, (vec2(1.0f) - v_2)); |
| vec4 res = textureLod(arg_0_arg_1, v_3, float(0.0f)); |
| return res; |
| } |
| void main() { |
| v.inner = textureSampleBaseClampToEdge_9ca02c(); |
| } |
| #version 310 es |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| vec4 inner; |
| } v; |
| uniform highp sampler2D arg_0_arg_1; |
| vec4 textureSampleBaseClampToEdge_9ca02c() { |
| vec2 arg_2 = vec2(1.0f); |
| vec2 v_1 = arg_2; |
| vec2 v_2 = (vec2(0.5f) / vec2(uvec2(textureSize(arg_0_arg_1, 0)))); |
| vec2 v_3 = clamp(v_1, v_2, (vec2(1.0f) - v_2)); |
| vec4 res = textureLod(arg_0_arg_1, v_3, float(0.0f)); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = textureSampleBaseClampToEdge_9ca02c(); |
| } |
| #version 310 es |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| vec4 prevent_dce; |
| }; |
| |
| uniform highp sampler2D arg_0_arg_1; |
| layout(location = 0) flat out vec4 vertex_main_loc0_Output; |
| vec4 textureSampleBaseClampToEdge_9ca02c() { |
| vec2 arg_2 = vec2(1.0f); |
| vec2 v = arg_2; |
| vec2 v_1 = (vec2(0.5f) / vec2(uvec2(textureSize(arg_0_arg_1, 0)))); |
| vec2 v_2 = clamp(v, v_1, (vec2(1.0f) - v_1)); |
| vec4 res = textureLod(arg_0_arg_1, v_2, float(0.0f)); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec4(0.0f)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureSampleBaseClampToEdge_9ca02c(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_3 = vertex_main_inner(); |
| gl_Position = v_3.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_3.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |