| #extension GL_AMD_gpu_shader_half_float : require |
| layout(location = 0) in int loc0_1; |
| layout(location = 1) in uint loc1_1; |
| layout(location = 2) in float loc2_1; |
| layout(location = 3) in vec4 loc3_1; |
| layout(location = 5) in f16vec3 loc5_1; |
| layout(location = 4) in float16_t loc4_1; |
| vec4 tint_symbol(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1, float16_t loc4) { |
| uint foo = (inputs0.vertex_index + instance_index); |
| f16vec3 y = inputs1.loc5; |
| VertexInputs0 tint_symbol_1 = VertexInputs0(uint(gl_VertexID), loc0_1); |
| VertexInputs1 tint_symbol_2 = VertexInputs1(loc2_1, loc3_1, loc5_1); |
| vec4 inner_result = tint_symbol(tint_symbol_1, loc1_1, uint(gl_InstanceID), tint_symbol_2, loc4_1); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |