| // |
| // 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 { |
| float16_t inner; |
| } v; |
| float16_t smoothstep_586e12() { |
| float16_t arg_0 = 2.0hf; |
| float16_t arg_1 = 4.0hf; |
| float16_t arg_2 = 3.0hf; |
| float16_t v_1 = arg_0; |
| float16_t v_2 = clamp(((arg_2 - v_1) / (arg_1 - v_1)), 0.0hf, 1.0hf); |
| float16_t res = (v_2 * (v_2 * (3.0hf - (2.0hf * v_2)))); |
| return res; |
| } |
| void main() { |
| v.inner = smoothstep_586e12(); |
| } |
| // |
| // compute_main |
| // |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| float16_t inner; |
| } v; |
| float16_t smoothstep_586e12() { |
| float16_t arg_0 = 2.0hf; |
| float16_t arg_1 = 4.0hf; |
| float16_t arg_2 = 3.0hf; |
| float16_t v_1 = arg_0; |
| float16_t v_2 = clamp(((arg_2 - v_1) / (arg_1 - v_1)), 0.0hf, 1.0hf); |
| float16_t res = (v_2 * (v_2 * (3.0hf - (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_586e12(); |
| } |
| // |
| // vertex_main |
| // |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| float16_t prevent_dce; |
| }; |
| |
| layout(location = 0) flat out float16_t vertex_main_loc0_Output; |
| float16_t smoothstep_586e12() { |
| float16_t arg_0 = 2.0hf; |
| float16_t arg_1 = 4.0hf; |
| float16_t arg_2 = 3.0hf; |
| float16_t v = arg_0; |
| float16_t v_1 = clamp(((arg_2 - v) / (arg_1 - v)), 0.0hf, 1.0hf); |
| float16_t res = (v_1 * (v_1 * (3.0hf - (2.0hf * v_1)))); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0.0hf); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = smoothstep_586e12(); |
| 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; |
| } |