blob: 81d932a6814793dfc9b7a73c621dae0b4a4a6698 [file] [log] [blame]
#version 310 es
layout(r32f) uniform highp image2D arg_0;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_3bbc2b() {
int arg_1 = 1;
vec4 res = imageLoad(arg_0, ivec2(arg_1, 0));
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureLoad_3bbc2b();
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
precision highp float;
precision highp int;
layout(r32f) uniform highp image2D arg_0;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_3bbc2b() {
int arg_1 = 1;
vec4 res = imageLoad(arg_0, ivec2(arg_1, 0));
prevent_dce.inner = res;
}
void fragment_main() {
textureLoad_3bbc2b();
}
void main() {
fragment_main();
return;
}
#version 310 es
layout(r32f) uniform highp image2D arg_0;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_3bbc2b() {
int arg_1 = 1;
vec4 res = imageLoad(arg_0, ivec2(arg_1, 0));
prevent_dce.inner = res;
}
void compute_main() {
textureLoad_3bbc2b();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}