blob: b997d73071767df7e43aa46e96af1ca6cf7ca613 [file] [log] [blame]
//
// fragment_main
//
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer f_prevent_dce_block_ssbo {
vec2 inner;
} v;
vec2 reflect_b61e10() {
vec2 arg_0 = vec2(1.0f);
vec2 arg_1 = vec2(1.0f);
vec2 res = reflect(arg_0, arg_1);
return res;
}
void main() {
v.inner = reflect_b61e10();
}
//
// compute_main
//
#version 310 es
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
vec2 inner;
} v;
vec2 reflect_b61e10() {
vec2 arg_0 = vec2(1.0f);
vec2 arg_1 = vec2(1.0f);
vec2 res = reflect(arg_0, arg_1);
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = reflect_b61e10();
}
//
// vertex_main
//
#version 310 es
struct VertexOutput {
vec4 pos;
vec2 prevent_dce;
};
layout(location = 0) flat out vec2 vertex_main_loc0_Output;
vec2 reflect_b61e10() {
vec2 arg_0 = vec2(1.0f);
vec2 arg_1 = vec2(1.0f);
vec2 res = reflect(arg_0, arg_1);
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec2(0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = reflect_b61e10();
return tint_symbol;
}
void main() {
VertexOutput v = vertex_main_inner();
gl_Position = v.pos;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v.prevent_dce;
gl_PointSize = 1.0f;
}