blob: c5381c9f4a0a79485c4d9f40135ec7abeffd615c [file] [log] [blame]
//
// fragment_main
//
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer f_prevent_dce_block_ssbo {
uvec4 inner;
} v;
layout(binding = 0, r32ui) uniform highp readonly uimage2DArray arg_0;
uvec4 textureLoad_aeae73() {
uvec2 arg_1 = uvec2(1u);
int arg_2 = 1;
uvec2 v_1 = arg_1;
int v_2 = arg_2;
uint v_3 = (uint(imageSize(arg_0).z) - 1u);
uint v_4 = min(uint(v_2), v_3);
ivec2 v_5 = ivec2(min(v_1, (uvec2(imageSize(arg_0).xy) - uvec2(1u))));
uvec4 res = imageLoad(arg_0, ivec3(v_5, int(v_4)));
return res;
}
void main() {
v.inner = textureLoad_aeae73();
}
//
// compute_main
//
#version 310 es
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
uvec4 inner;
} v;
layout(binding = 0, r32ui) uniform highp readonly uimage2DArray arg_0;
uvec4 textureLoad_aeae73() {
uvec2 arg_1 = uvec2(1u);
int arg_2 = 1;
uvec2 v_1 = arg_1;
int v_2 = arg_2;
uint v_3 = (uint(imageSize(arg_0).z) - 1u);
uint v_4 = min(uint(v_2), v_3);
ivec2 v_5 = ivec2(min(v_1, (uvec2(imageSize(arg_0).xy) - uvec2(1u))));
uvec4 res = imageLoad(arg_0, ivec3(v_5, int(v_4)));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureLoad_aeae73();
}
//
// vertex_main
//
#version 310 es
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
layout(binding = 0, r32ui) uniform highp readonly uimage2DArray arg_0;
layout(location = 0) flat out uvec4 vertex_main_loc0_Output;
uvec4 textureLoad_aeae73() {
uvec2 arg_1 = uvec2(1u);
int arg_2 = 1;
uvec2 v = arg_1;
int v_1 = arg_2;
uint v_2 = (uint(imageSize(arg_0).z) - 1u);
uint v_3 = min(uint(v_1), v_2);
ivec2 v_4 = ivec2(min(v, (uvec2(imageSize(arg_0).xy) - uvec2(1u))));
uvec4 res = imageLoad(arg_0, ivec3(v_4, int(v_3)));
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_aeae73();
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;
}