blob: 45f9f85badc451f0e8346447c5eed994ff7b99ef [file] [log] [blame]
//
// fragment_main
//
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
struct modf_result_f16 {
float16_t member_0;
float16_t whole;
};
void modf_8dbbbf() {
modf_result_f16 res = modf_result_f16(-0.5hf, -1.0hf);
}
void main() {
modf_8dbbbf();
}
//
// compute_main
//
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct modf_result_f16 {
float16_t member_0;
float16_t whole;
};
void modf_8dbbbf() {
modf_result_f16 res = modf_result_f16(-0.5hf, -1.0hf);
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
modf_8dbbbf();
}
//
// vertex_main
//
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct modf_result_f16 {
float16_t member_0;
float16_t whole;
};
struct VertexOutput {
vec4 pos;
};
void modf_8dbbbf() {
modf_result_f16 res = modf_result_f16(-0.5hf, -1.0hf);
}
VertexOutput vertex_main_inner() {
VertexOutput v = VertexOutput(vec4(0.0f));
v.pos = vec4(0.0f);
modf_8dbbbf();
return v;
}
void main() {
gl_Position = vertex_main_inner().pos;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
gl_PointSize = 1.0f;
}