blob: b2e4303278bc25fdf12b502ce44e697487d9a775 [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
struct frexp_result_vec4_f16 {
f16vec4 fract;
ivec4 exp;
};
void frexp_3dd21e() {
frexp_result_vec4_f16 res = frexp_result_vec4_f16(f16vec4(0.5hf), ivec4(1));
}
void main() {
frexp_3dd21e();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct frexp_result_vec4_f16 {
f16vec4 fract;
ivec4 exp;
};
void frexp_3dd21e() {
frexp_result_vec4_f16 res = frexp_result_vec4_f16(f16vec4(0.5hf), ivec4(1));
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
frexp_3dd21e();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct frexp_result_vec4_f16 {
f16vec4 fract;
ivec4 exp;
};
struct VertexOutput {
vec4 pos;
};
void frexp_3dd21e() {
frexp_result_vec4_f16 res = frexp_result_vec4_f16(f16vec4(0.5hf), ivec4(1));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
frexp_3dd21e();
return tint_symbol;
}
void main() {
gl_Position = vertex_main_inner().pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
gl_PointSize = 1.0f;
}