| // |
| // fragment_main |
| // |
| #version 460 |
| #extension GL_EXT_texture_shadow_lod: require |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer f_prevent_dce_block_ssbo { |
| float inner; |
| } v; |
| uniform highp sampler2DArrayShadow arg_0_arg_1; |
| float textureSampleLevel_1bf73e() { |
| vec4 v_1 = vec4(vec2(1.0f), float(1), 0.0f); |
| float res = textureLod(arg_0_arg_1, v_1, float(1)); |
| return res; |
| } |
| void main() { |
| v.inner = textureSampleLevel_1bf73e(); |
| } |
| // |
| // compute_main |
| // |
| #version 460 |
| #extension GL_EXT_texture_shadow_lod: require |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| float inner; |
| } v; |
| uniform highp sampler2DArrayShadow arg_0_arg_1; |
| float textureSampleLevel_1bf73e() { |
| vec4 v_1 = vec4(vec2(1.0f), float(1), 0.0f); |
| float res = textureLod(arg_0_arg_1, v_1, float(1)); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = textureSampleLevel_1bf73e(); |
| } |
| // |
| // vertex_main |
| // |
| #version 460 |
| #extension GL_EXT_texture_shadow_lod: require |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| float prevent_dce; |
| }; |
| |
| uniform highp sampler2DArrayShadow arg_0_arg_1; |
| layout(location = 0) flat out float tint_interstage_location0; |
| float textureSampleLevel_1bf73e() { |
| vec4 v = vec4(vec2(1.0f), float(1), 0.0f); |
| float res = textureLod(arg_0_arg_1, v, float(1)); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput v_1 = VertexOutput(vec4(0.0f), 0.0f); |
| v_1.pos = vec4(0.0f); |
| v_1.prevent_dce = textureSampleLevel_1bf73e(); |
| return v_1; |
| } |
| void main() { |
| VertexOutput v_2 = vertex_main_inner(); |
| gl_Position = v_2.pos; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| tint_interstage_location0 = v_2.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |