blob: c03be30b1355713a5890084e0a4f658bf017f957 [file] [log] [blame]
//
// fragment_main
//
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer f_prevent_dce_block_ssbo {
f16vec2 inner;
} v;
f16vec2 smoothstep_12c031() {
f16vec2 arg_0 = f16vec2(2.0hf);
f16vec2 arg_1 = f16vec2(4.0hf);
f16vec2 arg_2 = f16vec2(3.0hf);
f16vec2 v_1 = arg_0;
f16vec2 v_2 = clamp(((arg_2 - v_1) / (arg_1 - v_1)), f16vec2(0.0hf), f16vec2(1.0hf));
f16vec2 res = (v_2 * (v_2 * (f16vec2(3.0hf) - (f16vec2(2.0hf) * v_2))));
return res;
}
void main() {
v.inner = smoothstep_12c031();
}
//
// compute_main
//
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
f16vec2 inner;
} v;
f16vec2 smoothstep_12c031() {
f16vec2 arg_0 = f16vec2(2.0hf);
f16vec2 arg_1 = f16vec2(4.0hf);
f16vec2 arg_2 = f16vec2(3.0hf);
f16vec2 v_1 = arg_0;
f16vec2 v_2 = clamp(((arg_2 - v_1) / (arg_1 - v_1)), f16vec2(0.0hf), f16vec2(1.0hf));
f16vec2 res = (v_2 * (v_2 * (f16vec2(3.0hf) - (f16vec2(2.0hf) * v_2))));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = smoothstep_12c031();
}
//
// vertex_main
//
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct VertexOutput {
vec4 pos;
f16vec2 prevent_dce;
};
layout(location = 0) flat out f16vec2 vertex_main_loc0_Output;
f16vec2 smoothstep_12c031() {
f16vec2 arg_0 = f16vec2(2.0hf);
f16vec2 arg_1 = f16vec2(4.0hf);
f16vec2 arg_2 = f16vec2(3.0hf);
f16vec2 v = arg_0;
f16vec2 v_1 = clamp(((arg_2 - v) / (arg_1 - v)), f16vec2(0.0hf), f16vec2(1.0hf));
f16vec2 res = (v_1 * (v_1 * (f16vec2(3.0hf) - (f16vec2(2.0hf) * v_1))));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), f16vec2(0.0hf));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = smoothstep_12c031();
return tint_symbol;
}
void main() {
VertexOutput v_2 = vertex_main_inner();
gl_Position = v_2.pos;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_2.prevent_dce;
gl_PointSize = 1.0f;
}