blob: dd39bfc834c0d7e649b4efa148ebc9b3395b0644 [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
ivec3 inner;
} v;
ivec3 countLeadingZeros_7c38a6() {
ivec3 arg_0 = ivec3(1);
uvec3 v_1 = uvec3(arg_0);
uvec3 v_2 = mix(uvec3(0u), uvec3(16u), lessThanEqual(v_1, uvec3(65535u)));
uvec3 v_3 = mix(uvec3(0u), uvec3(8u), lessThanEqual((v_1 << v_2), uvec3(16777215u)));
uvec3 v_4 = mix(uvec3(0u), uvec3(4u), lessThanEqual(((v_1 << v_2) << v_3), uvec3(268435455u)));
uvec3 v_5 = mix(uvec3(0u), uvec3(2u), lessThanEqual((((v_1 << v_2) << v_3) << v_4), uvec3(1073741823u)));
uvec3 v_6 = mix(uvec3(0u), uvec3(1u), lessThanEqual(((((v_1 << v_2) << v_3) << v_4) << v_5), uvec3(2147483647u)));
uvec3 v_7 = mix(uvec3(0u), uvec3(1u), equal(((((v_1 << v_2) << v_3) << v_4) << v_5), uvec3(0u)));
ivec3 res = ivec3(((v_2 | (v_3 | (v_4 | (v_5 | (v_6 | v_7))))) + v_7));
return res;
}
void main() {
v.inner = countLeadingZeros_7c38a6();
}
#version 310 es
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
ivec3 inner;
} v;
ivec3 countLeadingZeros_7c38a6() {
ivec3 arg_0 = ivec3(1);
uvec3 v_1 = uvec3(arg_0);
uvec3 v_2 = mix(uvec3(0u), uvec3(16u), lessThanEqual(v_1, uvec3(65535u)));
uvec3 v_3 = mix(uvec3(0u), uvec3(8u), lessThanEqual((v_1 << v_2), uvec3(16777215u)));
uvec3 v_4 = mix(uvec3(0u), uvec3(4u), lessThanEqual(((v_1 << v_2) << v_3), uvec3(268435455u)));
uvec3 v_5 = mix(uvec3(0u), uvec3(2u), lessThanEqual((((v_1 << v_2) << v_3) << v_4), uvec3(1073741823u)));
uvec3 v_6 = mix(uvec3(0u), uvec3(1u), lessThanEqual(((((v_1 << v_2) << v_3) << v_4) << v_5), uvec3(2147483647u)));
uvec3 v_7 = mix(uvec3(0u), uvec3(1u), equal(((((v_1 << v_2) << v_3) << v_4) << v_5), uvec3(0u)));
ivec3 res = ivec3(((v_2 | (v_3 | (v_4 | (v_5 | (v_6 | v_7))))) + v_7));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = countLeadingZeros_7c38a6();
}
#version 310 es
struct VertexOutput {
vec4 pos;
ivec3 prevent_dce;
};
layout(location = 0) flat out ivec3 vertex_main_loc0_Output;
ivec3 countLeadingZeros_7c38a6() {
ivec3 arg_0 = ivec3(1);
uvec3 v = uvec3(arg_0);
uvec3 v_1 = mix(uvec3(0u), uvec3(16u), lessThanEqual(v, uvec3(65535u)));
uvec3 v_2 = mix(uvec3(0u), uvec3(8u), lessThanEqual((v << v_1), uvec3(16777215u)));
uvec3 v_3 = mix(uvec3(0u), uvec3(4u), lessThanEqual(((v << v_1) << v_2), uvec3(268435455u)));
uvec3 v_4 = mix(uvec3(0u), uvec3(2u), lessThanEqual((((v << v_1) << v_2) << v_3), uvec3(1073741823u)));
uvec3 v_5 = mix(uvec3(0u), uvec3(1u), lessThanEqual(((((v << v_1) << v_2) << v_3) << v_4), uvec3(2147483647u)));
uvec3 v_6 = mix(uvec3(0u), uvec3(1u), equal(((((v << v_1) << v_2) << v_3) << v_4), uvec3(0u)));
ivec3 res = ivec3(((v_1 | (v_2 | (v_3 | (v_4 | (v_5 | v_6))))) + v_6));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec3(0));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = countLeadingZeros_7c38a6();
return tint_symbol;
}
void main() {
VertexOutput v_7 = vertex_main_inner();
gl_Position = v_7.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_7.prevent_dce;
gl_PointSize = 1.0f;
}