blob: a2782c71123352d8fcd553b93586e58e051895df [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
ivec4 inner;
} v;
uniform highp isampler3D arg_0;
ivec4 textureLoad_4fd803() {
ivec3 v_1 = ivec3(ivec3(1));
ivec4 res = texelFetch(arg_0, v_1, int(1));
return res;
}
void main() {
v.inner = textureLoad_4fd803();
}
#version 310 es
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
ivec4 inner;
} v;
uniform highp isampler3D arg_0;
ivec4 textureLoad_4fd803() {
ivec3 v_1 = ivec3(ivec3(1));
ivec4 res = texelFetch(arg_0, v_1, int(1));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureLoad_4fd803();
}
#version 310 es
struct VertexOutput {
vec4 pos;
ivec4 prevent_dce;
};
uniform highp isampler3D arg_0;
layout(location = 0) flat out ivec4 vertex_main_loc0_Output;
ivec4 textureLoad_4fd803() {
ivec3 v = ivec3(ivec3(1));
ivec4 res = texelFetch(arg_0, v, int(1));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec4(0));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureLoad_4fd803();
return tint_symbol;
}
void main() {
VertexOutput v_1 = vertex_main_inner();
gl_Position = v_1.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_1.prevent_dce;
gl_PointSize = 1.0f;
}