| return mix(2147483647, mix(int(v), (-2147483647 - 1), (v < -2147483648.0f)), (v <= 2147483520.0f)); |
| bool tint_discarded = false; |
| layout(location = 0) in float tint_symbol_2; |
| layout(location = 1) in vec2 coord_1; |
| layout(location = 0) out int value; |
| layout(binding = 2, std430) buffer a_block_ssbo { |
| uniform highp sampler2D t_s; |
| int foo(float tint_symbol, vec2 coord) { |
| if ((tint_symbol == 0.0f)) { |
| vec4 tint_symbol_1 = texture(t_s, coord); |
| int result = tint_ftoi(tint_symbol_1.x); |
| tint_symbol_3 = atomicAdd(a.inner, 1); |
| int inner_result = foo(tint_symbol_2, coord_1); |