blob: 8160dd54f221f1491864fb0d0dc2df195ab3cb39 [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
int inner;
} v;
int transpose_4dc9a1() {
mat3x2 res = mat3x2(vec2(1.0f), vec2(1.0f), vec2(1.0f));
return mix(0, 1, (res[0].x == 0.0f));
}
void main() {
v.inner = transpose_4dc9a1();
}
#version 310 es
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
int inner;
} v;
int transpose_4dc9a1() {
mat3x2 res = mat3x2(vec2(1.0f), vec2(1.0f), vec2(1.0f));
return mix(0, 1, (res[0].x == 0.0f));
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = transpose_4dc9a1();
}
#version 310 es
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
layout(location = 0) flat out int vertex_main_loc0_Output;
int transpose_4dc9a1() {
mat3x2 res = mat3x2(vec2(1.0f), vec2(1.0f), vec2(1.0f));
return mix(0, 1, (res[0].x == 0.0f));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = transpose_4dc9a1();
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;
}