blob: d9939193812c0bc2a8fccb9c0b51351c5fe50d08 [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
int tint_symbol;
} v;
int transpose_5f36bf() {
f16mat3x4 res = f16mat3x4(f16vec4(1.0hf), f16vec4(1.0hf), f16vec4(1.0hf));
return mix(0, 1, (res[0].x == 0.0hf));
}
void main() {
v.tint_symbol = transpose_5f36bf();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
int tint_symbol;
} v;
int transpose_5f36bf() {
f16mat3x4 res = f16mat3x4(f16vec4(1.0hf), f16vec4(1.0hf), f16vec4(1.0hf));
return mix(0, 1, (res[0].x == 0.0hf));
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = transpose_5f36bf();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
layout(location = 0) flat out int vertex_main_loc0_Output;
int transpose_5f36bf() {
f16mat3x4 res = f16mat3x4(f16vec4(1.0hf), f16vec4(1.0hf), f16vec4(1.0hf));
return mix(0, 1, (res[0].x == 0.0hf));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = transpose_5f36bf();
return tint_symbol;
}
void main() {
VertexOutput v = vertex_main_inner();
gl_Position = v.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v.prevent_dce;
gl_PointSize = 1.0f;
}