blob: aa426586bf911777828a2bd96d2d9c93ab1fecd1 [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
float tint_symbol;
} v;
float distance_aa4055() {
vec2 arg_0 = vec2(1.0f);
vec2 arg_1 = vec2(1.0f);
float res = distance(arg_0, arg_1);
return res;
}
void main() {
v.tint_symbol = distance_aa4055();
}
#version 310 es
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
float tint_symbol;
} v;
float distance_aa4055() {
vec2 arg_0 = vec2(1.0f);
vec2 arg_1 = vec2(1.0f);
float res = distance(arg_0, arg_1);
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = distance_aa4055();
}
#version 310 es
struct VertexOutput {
vec4 pos;
float prevent_dce;
};
layout(location = 0) flat out float vertex_main_loc0_Output;
float distance_aa4055() {
vec2 arg_0 = vec2(1.0f);
vec2 arg_1 = vec2(1.0f);
float res = distance(arg_0, arg_1);
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0.0f);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = distance_aa4055();
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;
}