blob: 1cbfb9154e7ef94cf95e763a372bb6f9a48e2523 [file] [log] [blame]
//
// fragment_main
//
#version 310 es
precision highp float;
precision highp int;
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer f_prevent_dce_block_ssbo {
vec4 inner;
} v;
layout(binding = 0, std140)
uniform f_tint_symbol_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp sampler2D arg_0;
vec4 textureLoad_2d479c() {
uint v_2 = min(1u, (v_1.inner.tint_builtin_value_0 - 1u));
uvec2 v_3 = (uvec2(textureSize(arg_0, int(v_2))) - uvec2(1u));
ivec2 v_4 = ivec2(min(uvec2(ivec2(1)), v_3));
vec4 res = texelFetch(arg_0, v_4, int(v_2));
return res;
}
void main() {
v.inner = textureLoad_2d479c();
}
//
// compute_main
//
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
vec4 inner;
} v;
layout(binding = 0, std140)
uniform tint_symbol_1_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp sampler2D arg_0;
vec4 textureLoad_2d479c() {
uint v_2 = min(1u, (v_1.inner.tint_builtin_value_0 - 1u));
uvec2 v_3 = (uvec2(textureSize(arg_0, int(v_2))) - uvec2(1u));
ivec2 v_4 = ivec2(min(uvec2(ivec2(1)), v_3));
vec4 res = texelFetch(arg_0, v_4, int(v_2));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureLoad_2d479c();
}
//
// vertex_main
//
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
layout(binding = 0, std140)
uniform v_tint_symbol_1_ubo {
TintTextureUniformData inner;
} v;
uniform highp sampler2D arg_0;
layout(location = 0) flat out vec4 vertex_main_loc0_Output;
vec4 textureLoad_2d479c() {
uint v_1 = min(1u, (v.inner.tint_builtin_value_0 - 1u));
uvec2 v_2 = (uvec2(textureSize(arg_0, int(v_1))) - uvec2(1u));
ivec2 v_3 = ivec2(min(uvec2(ivec2(1)), v_2));
vec4 res = texelFetch(arg_0, v_3, int(v_1));
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 = textureLoad_2d479c();
return tint_symbol;
}
void main() {
VertexOutput v_4 = vertex_main_inner();
gl_Position = v_4.pos;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_4.prevent_dce;
gl_PointSize = 1.0f;
}