blob: 5cb944a1346c32510a8e5e85e878d07a415e6078 [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 {
uvec4 inner;
} v;
layout(binding = 0, std140)
uniform f_tint_symbol_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp usampler3D arg_0;
uvec4 textureLoad_6bf4b7() {
ivec3 arg_1 = ivec3(1);
uint arg_2 = 1u;
ivec3 v_2 = arg_1;
uint v_3 = min(arg_2, (v_1.inner.tint_builtin_value_0 - 1u));
uvec3 v_4 = (uvec3(textureSize(arg_0, int(v_3))) - uvec3(1u));
ivec3 v_5 = ivec3(min(uvec3(v_2), v_4));
uvec4 res = texelFetch(arg_0, v_5, int(v_3));
return res;
}
void main() {
v.inner = textureLoad_6bf4b7();
}
//
// compute_main
//
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
uvec4 inner;
} v;
layout(binding = 0, std140)
uniform tint_symbol_1_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp usampler3D arg_0;
uvec4 textureLoad_6bf4b7() {
ivec3 arg_1 = ivec3(1);
uint arg_2 = 1u;
ivec3 v_2 = arg_1;
uint v_3 = min(arg_2, (v_1.inner.tint_builtin_value_0 - 1u));
uvec3 v_4 = (uvec3(textureSize(arg_0, int(v_3))) - uvec3(1u));
ivec3 v_5 = ivec3(min(uvec3(v_2), v_4));
uvec4 res = texelFetch(arg_0, v_5, int(v_3));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureLoad_6bf4b7();
}
//
// vertex_main
//
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
layout(binding = 0, std140)
uniform v_tint_symbol_1_ubo {
TintTextureUniformData inner;
} v;
uniform highp usampler3D arg_0;
layout(location = 0) flat out uvec4 vertex_main_loc0_Output;
uvec4 textureLoad_6bf4b7() {
ivec3 arg_1 = ivec3(1);
uint arg_2 = 1u;
ivec3 v_1 = arg_1;
uint v_2 = min(arg_2, (v.inner.tint_builtin_value_0 - 1u));
uvec3 v_3 = (uvec3(textureSize(arg_0, int(v_2))) - uvec3(1u));
ivec3 v_4 = ivec3(min(uvec3(v_1), v_3));
uvec4 res = texelFetch(arg_0, v_4, int(v_2));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureLoad_6bf4b7();
return tint_symbol;
}
void main() {
VertexOutput v_5 = vertex_main_inner();
gl_Position = v_5.pos;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_5.prevent_dce;
gl_PointSize = 1.0f;
}