| // |
| // fragment_main |
| // |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer f_prevent_dce_block_ssbo { |
| float inner; |
| } v; |
| uniform highp sampler2DMS arg_0; |
| float textureLoad_6273b1() { |
| ivec2 arg_1 = ivec2(1); |
| int arg_2 = 1; |
| ivec2 v_1 = arg_1; |
| int v_2 = arg_2; |
| uvec2 v_3 = (uvec2(textureSize(arg_0)) - uvec2(1u)); |
| ivec2 v_4 = ivec2(min(uvec2(v_1), v_3)); |
| float res = texelFetch(arg_0, v_4, int(v_2)).x; |
| return res; |
| } |
| void main() { |
| v.inner = textureLoad_6273b1(); |
| } |
| // |
| // compute_main |
| // |
| #version 310 es |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| float inner; |
| } v; |
| uniform highp sampler2DMS arg_0; |
| float textureLoad_6273b1() { |
| ivec2 arg_1 = ivec2(1); |
| int arg_2 = 1; |
| ivec2 v_1 = arg_1; |
| int v_2 = arg_2; |
| uvec2 v_3 = (uvec2(textureSize(arg_0)) - uvec2(1u)); |
| ivec2 v_4 = ivec2(min(uvec2(v_1), v_3)); |
| float res = texelFetch(arg_0, v_4, int(v_2)).x; |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = textureLoad_6273b1(); |
| } |
| // |
| // vertex_main |
| // |
| #version 310 es |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| float prevent_dce; |
| }; |
| |
| uniform highp sampler2DMS arg_0; |
| layout(location = 0) flat out float vertex_main_loc0_Output; |
| float textureLoad_6273b1() { |
| ivec2 arg_1 = ivec2(1); |
| int arg_2 = 1; |
| ivec2 v = arg_1; |
| int v_1 = arg_2; |
| uvec2 v_2 = (uvec2(textureSize(arg_0)) - uvec2(1u)); |
| ivec2 v_3 = ivec2(min(uvec2(v), v_2)); |
| float res = texelFetch(arg_0, v_3, int(v_1)).x; |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0.0f); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureLoad_6273b1(); |
| 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; |
| } |