blob: d559c25e57bca37371e1dc36b983a41dfccccc8e [file] [log] [blame]
//
// fragment_main
//
#version 310 es
precision highp float;
precision highp int;
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer f_prevent_dce_block_ssbo {
vec4 inner;
} v;
layout(binding = 0, std140)
uniform f_tint_symbol_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp sampler2DArray arg_0;
vec4 textureLoad_87be85() {
ivec2 arg_1 = ivec2(1);
int arg_2 = 1;
int arg_3 = 1;
ivec2 v_2 = arg_1;
int v_3 = arg_2;
int v_4 = arg_3;
uint v_5 = (uint(textureSize(arg_0, 0).z) - 1u);
uint v_6 = min(uint(v_3), v_5);
uint v_7 = (v_1.inner.tint_builtin_value_0 - 1u);
uint v_8 = min(uint(v_4), v_7);
uvec2 v_9 = (uvec2(textureSize(arg_0, int(v_8)).xy) - uvec2(1u));
ivec2 v_10 = ivec2(min(uvec2(v_2), v_9));
ivec3 v_11 = ivec3(v_10, int(v_6));
vec4 res = texelFetch(arg_0, v_11, int(v_8));
return res;
}
void main() {
v.inner = textureLoad_87be85();
}
//
// compute_main
//
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
vec4 inner;
} v;
layout(binding = 0, std140)
uniform tint_symbol_1_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp sampler2DArray arg_0;
vec4 textureLoad_87be85() {
ivec2 arg_1 = ivec2(1);
int arg_2 = 1;
int arg_3 = 1;
ivec2 v_2 = arg_1;
int v_3 = arg_2;
int v_4 = arg_3;
uint v_5 = (uint(textureSize(arg_0, 0).z) - 1u);
uint v_6 = min(uint(v_3), v_5);
uint v_7 = (v_1.inner.tint_builtin_value_0 - 1u);
uint v_8 = min(uint(v_4), v_7);
uvec2 v_9 = (uvec2(textureSize(arg_0, int(v_8)).xy) - uvec2(1u));
ivec2 v_10 = ivec2(min(uvec2(v_2), v_9));
ivec3 v_11 = ivec3(v_10, int(v_6));
vec4 res = texelFetch(arg_0, v_11, int(v_8));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureLoad_87be85();
}
//
// vertex_main
//
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
layout(binding = 0, std140)
uniform v_tint_symbol_ubo {
TintTextureUniformData inner;
} v;
uniform highp sampler2DArray arg_0;
layout(location = 0) flat out vec4 tint_interstage_location0;
vec4 textureLoad_87be85() {
ivec2 arg_1 = ivec2(1);
int arg_2 = 1;
int arg_3 = 1;
ivec2 v_1 = arg_1;
int v_2 = arg_2;
int v_3 = arg_3;
uint v_4 = (uint(textureSize(arg_0, 0).z) - 1u);
uint v_5 = min(uint(v_2), v_4);
uint v_6 = (v.inner.tint_builtin_value_0 - 1u);
uint v_7 = min(uint(v_3), v_6);
uvec2 v_8 = (uvec2(textureSize(arg_0, int(v_7)).xy) - uvec2(1u));
ivec2 v_9 = ivec2(min(uvec2(v_1), v_8));
ivec3 v_10 = ivec3(v_9, int(v_5));
vec4 res = texelFetch(arg_0, v_10, int(v_7));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput v_11 = VertexOutput(vec4(0.0f), vec4(0.0f));
v_11.pos = vec4(0.0f);
v_11.prevent_dce = textureLoad_87be85();
return v_11;
}
void main() {
VertexOutput v_12 = vertex_main_inner();
gl_Position = v_12.pos;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
tint_interstage_location0 = v_12.prevent_dce;
gl_PointSize = 1.0f;
}