blob: 95be624cbbef9f9c1cd473e543d7092b1ac07ebb [file] [log] [blame]
//
// 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 samplerCubeArrayShadow arg_0_arg_1;
float textureSampleLevel_a12142() {
vec4 v_1 = vec4(vec3(1.0f), float(1));
float res = textureLod(arg_0_arg_1, v_1, 0.0f, float(1u));
return res;
}
void main() {
v.inner = textureSampleLevel_a12142();
}
//
// 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 samplerCubeArrayShadow arg_0_arg_1;
float textureSampleLevel_a12142() {
vec4 v_1 = vec4(vec3(1.0f), float(1));
float res = textureLod(arg_0_arg_1, v_1, 0.0f, float(1u));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureSampleLevel_a12142();
}
//
// vertex_main
//
#version 460
#extension GL_EXT_texture_shadow_lod: require
struct VertexOutput {
vec4 pos;
float prevent_dce;
};
uniform highp samplerCubeArrayShadow arg_0_arg_1;
layout(location = 0) flat out float tint_interstage_location0;
float textureSampleLevel_a12142() {
vec4 v = vec4(vec3(1.0f), float(1));
float res = textureLod(arg_0_arg_1, v, 0.0f, float(1u));
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_a12142();
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;
}