blob: 911d5fdc44045f4177c3c1711302f40036aba4bf [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
bvec2 tint_select(bvec2 param_0, bvec2 param_1, bvec2 param_2) {
return bvec2(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1]);
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
int inner;
} prevent_dce;
int select_cb9301() {
bvec2 arg_0 = bvec2(true);
bvec2 arg_1 = bvec2(true);
bvec2 arg_2 = bvec2(true);
bvec2 res = tint_select(arg_0, arg_1, arg_2);
return (all(equal(res, bvec2(false))) ? 1 : 0);
}
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
void fragment_main() {
prevent_dce.inner = select_cb9301();
}
void main() {
fragment_main();
return;
}
#version 310 es
bvec2 tint_select(bvec2 param_0, bvec2 param_1, bvec2 param_2) {
return bvec2(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1]);
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
int inner;
} prevent_dce;
int select_cb9301() {
bvec2 arg_0 = bvec2(true);
bvec2 arg_1 = bvec2(true);
bvec2 arg_2 = bvec2(true);
bvec2 res = tint_select(arg_0, arg_1, arg_2);
return (all(equal(res, bvec2(false))) ? 1 : 0);
}
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
void compute_main() {
prevent_dce.inner = select_cb9301();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
bvec2 tint_select(bvec2 param_0, bvec2 param_1, bvec2 param_2) {
return bvec2(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1]);
}
layout(location = 0) flat out int prevent_dce_1;
int select_cb9301() {
bvec2 arg_0 = bvec2(true);
bvec2 arg_1 = bvec2(true);
bvec2 arg_2 = bvec2(true);
bvec2 res = tint_select(arg_0, arg_1, arg_2);
return (all(equal(res, bvec2(false))) ? 1 : 0);
}
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), 0);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = select_cb9301();
return tint_symbol;
}
void main() {
gl_PointSize = 1.0;
VertexOutput inner_result = vertex_main();
gl_Position = inner_result.pos;
prevent_dce_1 = inner_result.prevent_dce;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}