| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| uint tint_symbol; |
| } v; |
| uniform highp sampler2DMS arg_0; |
| layout(binding = 0, std140) |
| uniform tint_symbol_3_1_ubo { |
| TintTextureUniformData tint_symbol_2; |
| } v_1; |
| uint textureNumSamples_ecd321() { |
| uint res = v_1.tint_symbol_2.tint_builtin_value_0; |
| return res; |
| } |
| void main() { |
| v.tint_symbol = textureNumSamples_ecd321(); |
| } |
| #version 310 es |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| uint tint_symbol; |
| } v; |
| uniform highp sampler2DMS arg_0; |
| layout(binding = 0, std140) |
| uniform tint_symbol_3_1_ubo { |
| TintTextureUniformData tint_symbol_2; |
| } v_1; |
| uint textureNumSamples_ecd321() { |
| uint res = v_1.tint_symbol_2.tint_builtin_value_0; |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.tint_symbol = textureNumSamples_ecd321(); |
| } |
| #version 310 es |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| struct VertexOutput { |
| vec4 pos; |
| uint prevent_dce; |
| }; |
| |
| uniform highp sampler2DMS arg_0; |
| layout(binding = 0, std140) |
| uniform tint_symbol_2_1_ubo { |
| TintTextureUniformData tint_symbol_1; |
| } v; |
| layout(location = 0) flat out uint vertex_main_loc0_Output; |
| uint textureNumSamples_ecd321() { |
| uint res = v.tint_symbol_1.tint_builtin_value_0; |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0u); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureNumSamples_ecd321(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_1 = vertex_main_inner(); |
| gl_Position = v_1.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_1.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |