blob: eb87e1d1edfdf4b2e267c74861ef3573609f86c8 [file] [log] [blame]
//
// fragment_main
//
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer f_prevent_dce_block_ssbo {
vec2 inner;
} v;
vec2 degrees_1ad5df() {
vec2 arg_0 = vec2(1.0f);
vec2 res = degrees(arg_0);
return res;
}
void main() {
v.inner = degrees_1ad5df();
}
//
// compute_main
//
#version 310 es
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
vec2 inner;
} v;
vec2 degrees_1ad5df() {
vec2 arg_0 = vec2(1.0f);
vec2 res = degrees(arg_0);
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = degrees_1ad5df();
}
//
// vertex_main
//
#version 310 es
struct VertexOutput {
vec4 pos;
vec2 prevent_dce;
};
layout(location = 0) flat out vec2 tint_interstage_location0;
vec2 degrees_1ad5df() {
vec2 arg_0 = vec2(1.0f);
vec2 res = degrees(arg_0);
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput v = VertexOutput(vec4(0.0f), vec2(0.0f));
v.pos = vec4(0.0f);
v.prevent_dce = degrees_1ad5df();
return v;
}
void main() {
VertexOutput v_1 = vertex_main_inner();
gl_Position = v_1.pos;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
tint_interstage_location0 = v_1.prevent_dce;
gl_PointSize = 1.0f;
}