| layout(binding = 0, std430) |
| buffer f_prevent_dce_block_ssbo { |
| v.inner = saturate_6bcddf(); |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| v.inner = saturate_6bcddf(); |
| layout(location = 0) flat out vec3 tint_interstage_location0; |
| VertexOutput vertex_main_inner() { |
| VertexOutput v = VertexOutput(vec4(0.0f), vec3(0.0f)); |
| v.prevent_dce = saturate_6bcddf(); |
| VertexOutput v_1 = vertex_main_inner(); |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| tint_interstage_location0 = v_1.prevent_dce; |