blob: a15234c7de7d34e0e7ad8597bfbbdf720b18b34a [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
uint tint_int_dot(uvec4 a, uvec4 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3];
}
uint tint_pack_4xu8(uvec4 a) {
uvec4 a_u8 = ((a & uvec4(255u)) << uvec4(0u, 8u, 16u, 24u));
return tint_int_dot(a_u8, uvec4(1u));
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uint inner;
} prevent_dce;
uint pack4xU8_b70b53() {
uvec4 arg_0 = uvec4(1u);
uint res = tint_pack_4xu8(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
uint prevent_dce;
};
void fragment_main() {
prevent_dce.inner = pack4xU8_b70b53();
}
void main() {
fragment_main();
return;
}
#version 310 es
uint tint_int_dot(uvec4 a, uvec4 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3];
}
uint tint_pack_4xu8(uvec4 a) {
uvec4 a_u8 = ((a & uvec4(255u)) << uvec4(0u, 8u, 16u, 24u));
return tint_int_dot(a_u8, uvec4(1u));
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uint inner;
} prevent_dce;
uint pack4xU8_b70b53() {
uvec4 arg_0 = uvec4(1u);
uint res = tint_pack_4xu8(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
uint prevent_dce;
};
void compute_main() {
prevent_dce.inner = pack4xU8_b70b53();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
uint tint_int_dot(uvec4 a, uvec4 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3];
}
uint tint_pack_4xu8(uvec4 a) {
uvec4 a_u8 = ((a & uvec4(255u)) << uvec4(0u, 8u, 16u, 24u));
return tint_int_dot(a_u8, uvec4(1u));
}
layout(location = 0) flat out uint prevent_dce_1;
uint pack4xU8_b70b53() {
uvec4 arg_0 = uvec4(1u);
uint res = tint_pack_4xu8(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
uint prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), 0u);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = pack4xU8_b70b53();
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;
}