blob: 347bd8ab36bea12cc975fc467ba8c9419d17b2b8 [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
precision highp float;
precision highp int;
f16vec3 tint_acosh(f16vec3 x) {
return mix(acosh(x), f16vec3(0.0hf), lessThan(x, f16vec3(1.0hf)));
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16vec3 inner;
} prevent_dce;
f16vec3 acosh_f56574() {
f16vec3 arg_0 = f16vec3(1.54296875hf);
f16vec3 res = tint_acosh(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
f16vec3 prevent_dce;
};
void fragment_main() {
prevent_dce.inner = acosh_f56574();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
f16vec3 tint_acosh(f16vec3 x) {
return mix(acosh(x), f16vec3(0.0hf), lessThan(x, f16vec3(1.0hf)));
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16vec3 inner;
} prevent_dce;
f16vec3 acosh_f56574() {
f16vec3 arg_0 = f16vec3(1.54296875hf);
f16vec3 res = tint_acosh(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
f16vec3 prevent_dce;
};
void compute_main() {
prevent_dce.inner = acosh_f56574();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
f16vec3 tint_acosh(f16vec3 x) {
return mix(acosh(x), f16vec3(0.0hf), lessThan(x, f16vec3(1.0hf)));
}
layout(location = 0) flat out f16vec3 prevent_dce_1;
f16vec3 acosh_f56574() {
f16vec3 arg_0 = f16vec3(1.54296875hf);
f16vec3 res = tint_acosh(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
f16vec3 prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), f16vec3(0.0hf, 0.0hf, 0.0hf));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = acosh_f56574();
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;
}