blob: 4d8e8c342731d85866bbbb63b4132559d6e71207 [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
void select_a081f1() {
f16vec4 arg_0 = f16vec4(0.0hf);
f16vec4 arg_1 = f16vec4(0.0hf);
bvec4 arg_2 = bvec4(true);
f16vec4 res = mix(arg_0, arg_1, arg_2);
}
vec4 vertex_main() {
select_a081f1();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
precision mediump float;
void select_a081f1() {
f16vec4 arg_0 = f16vec4(0.0hf);
f16vec4 arg_1 = f16vec4(0.0hf);
bvec4 arg_2 = bvec4(true);
f16vec4 res = mix(arg_0, arg_1, arg_2);
}
void fragment_main() {
select_a081f1();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
void select_a081f1() {
f16vec4 arg_0 = f16vec4(0.0hf);
f16vec4 arg_1 = f16vec4(0.0hf);
bvec4 arg_2 = bvec4(true);
f16vec4 res = mix(arg_0, arg_1, arg_2);
}
void compute_main() {
select_a081f1();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}