| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| int tint_symbol; |
| } v; |
| int firstLeadingBit_57a1a3() { |
| int arg_0 = 1; |
| uint v_1 = uint(arg_0); |
| uint v_2 = (((v_1 < 2147483648u)) ? (v_1) : (~(v_1))); |
| uint v_3 = ((((v_2 & 4294901760u) == 0u)) ? (0u) : (16u)); |
| uint v_4 = (((((v_2 >> v_3) & 65280u) == 0u)) ? (0u) : (8u)); |
| uint v_5 = ((((((v_2 >> v_3) >> v_4) & 240u) == 0u)) ? (0u) : (4u)); |
| uint v_6 = (((((((v_2 >> v_3) >> v_4) >> v_5) & 12u) == 0u)) ? (0u) : (2u)); |
| int res = int((((((((v_2 >> v_3) >> v_4) >> v_5) >> v_6) == 0u)) ? (4294967295u) : ((v_3 | (v_4 | (v_5 | (v_6 | ((((((((v_2 >> v_3) >> v_4) >> v_5) >> v_6) & 2u) == 0u)) ? (0u) : (1u))))))))); |
| return res; |
| } |
| void main() { |
| v.tint_symbol = firstLeadingBit_57a1a3(); |
| } |
| #version 310 es |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| int tint_symbol; |
| } v; |
| int firstLeadingBit_57a1a3() { |
| int arg_0 = 1; |
| uint v_1 = uint(arg_0); |
| uint v_2 = (((v_1 < 2147483648u)) ? (v_1) : (~(v_1))); |
| uint v_3 = ((((v_2 & 4294901760u) == 0u)) ? (0u) : (16u)); |
| uint v_4 = (((((v_2 >> v_3) & 65280u) == 0u)) ? (0u) : (8u)); |
| uint v_5 = ((((((v_2 >> v_3) >> v_4) & 240u) == 0u)) ? (0u) : (4u)); |
| uint v_6 = (((((((v_2 >> v_3) >> v_4) >> v_5) & 12u) == 0u)) ? (0u) : (2u)); |
| int res = int((((((((v_2 >> v_3) >> v_4) >> v_5) >> v_6) == 0u)) ? (4294967295u) : ((v_3 | (v_4 | (v_5 | (v_6 | ((((((((v_2 >> v_3) >> v_4) >> v_5) >> v_6) & 2u) == 0u)) ? (0u) : (1u))))))))); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.tint_symbol = firstLeadingBit_57a1a3(); |
| } |
| #version 310 es |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| int prevent_dce; |
| }; |
| |
| layout(location = 0) flat out int vertex_main_loc0_Output; |
| int firstLeadingBit_57a1a3() { |
| int arg_0 = 1; |
| uint v = uint(arg_0); |
| uint v_1 = (((v < 2147483648u)) ? (v) : (~(v))); |
| uint v_2 = ((((v_1 & 4294901760u) == 0u)) ? (0u) : (16u)); |
| uint v_3 = (((((v_1 >> v_2) & 65280u) == 0u)) ? (0u) : (8u)); |
| uint v_4 = ((((((v_1 >> v_2) >> v_3) & 240u) == 0u)) ? (0u) : (4u)); |
| uint v_5 = (((((((v_1 >> v_2) >> v_3) >> v_4) & 12u) == 0u)) ? (0u) : (2u)); |
| int res = int((((((((v_1 >> v_2) >> v_3) >> v_4) >> v_5) == 0u)) ? (4294967295u) : ((v_2 | (v_3 | (v_4 | (v_5 | ((((((((v_1 >> v_2) >> v_3) >> v_4) >> v_5) & 2u) == 0u)) ? (0u) : (1u))))))))); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = firstLeadingBit_57a1a3(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_6 = vertex_main_inner(); |
| gl_Position = v_6.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_6.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |