| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| f16vec2 tint_symbol; |
| } v; |
| f16vec2 select_ed7c13() { |
| f16vec2 arg_0 = f16vec2(1.0hf); |
| f16vec2 arg_1 = f16vec2(1.0hf); |
| bvec2 arg_2 = bvec2(true); |
| f16vec2 v_1 = arg_0; |
| f16vec2 v_2 = arg_1; |
| bvec2 v_3 = arg_2; |
| float16_t v_4 = ((v_3.x) ? (v_2.x) : (v_1.x)); |
| f16vec2 res = f16vec2(v_4, ((v_3.y) ? (v_2.y) : (v_1.y))); |
| return res; |
| } |
| void main() { |
| v.tint_symbol = select_ed7c13(); |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| f16vec2 tint_symbol; |
| } v; |
| f16vec2 select_ed7c13() { |
| f16vec2 arg_0 = f16vec2(1.0hf); |
| f16vec2 arg_1 = f16vec2(1.0hf); |
| bvec2 arg_2 = bvec2(true); |
| f16vec2 v_1 = arg_0; |
| f16vec2 v_2 = arg_1; |
| bvec2 v_3 = arg_2; |
| float16_t v_4 = ((v_3.x) ? (v_2.x) : (v_1.x)); |
| f16vec2 res = f16vec2(v_4, ((v_3.y) ? (v_2.y) : (v_1.y))); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.tint_symbol = select_ed7c13(); |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| f16vec2 prevent_dce; |
| }; |
| |
| layout(location = 0) flat out f16vec2 vertex_main_loc0_Output; |
| f16vec2 select_ed7c13() { |
| f16vec2 arg_0 = f16vec2(1.0hf); |
| f16vec2 arg_1 = f16vec2(1.0hf); |
| bvec2 arg_2 = bvec2(true); |
| f16vec2 v = arg_0; |
| f16vec2 v_1 = arg_1; |
| bvec2 v_2 = arg_2; |
| float16_t v_3 = ((v_2.x) ? (v_1.x) : (v.x)); |
| f16vec2 res = f16vec2(v_3, ((v_2.y) ? (v_1.y) : (v.y))); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), f16vec2(0.0hf)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = select_ed7c13(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_4 = vertex_main_inner(); |
| gl_Position = v_4.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_4.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |