| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| void transpose_32dd64() { |
| mat4x3 res = mat4x3(vec3(1.0f), vec3(1.0f), vec3(1.0f), vec3(1.0f)); |
| } |
| void main() { |
| transpose_32dd64(); |
| } |
| #version 310 es |
| |
| void transpose_32dd64() { |
| mat4x3 res = mat4x3(vec3(1.0f), vec3(1.0f), vec3(1.0f), vec3(1.0f)); |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| transpose_32dd64(); |
| } |
| #version 310 es |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| }; |
| |
| void transpose_32dd64() { |
| mat4x3 res = mat4x3(vec3(1.0f), vec3(1.0f), vec3(1.0f), vec3(1.0f)); |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f)); |
| tint_symbol.pos = vec4(0.0f); |
| transpose_32dd64(); |
| 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; |
| } |