blob: d4f5d5bd81ba1f72a483bd20b6ef3c83f145d99f [file] [log] [blame]
#version 460
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
uniform highp samplerCubeArray arg_0_arg_1;
vec4 textureSampleGrad_bbb58f() {
vec3 arg_2 = vec3(1.0f);
uint arg_3 = 1u;
vec3 arg_4 = vec3(1.0f);
vec3 arg_5 = vec3(1.0f);
vec4 res = textureGrad(arg_0_arg_1, vec4(arg_2, float(arg_3)), arg_4, arg_5);
return res;
}
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
void fragment_main() {
prevent_dce.inner = textureSampleGrad_bbb58f();
}
void main() {
fragment_main();
return;
}
#version 460
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
uniform highp samplerCubeArray arg_0_arg_1;
vec4 textureSampleGrad_bbb58f() {
vec3 arg_2 = vec3(1.0f);
uint arg_3 = 1u;
vec3 arg_4 = vec3(1.0f);
vec3 arg_5 = vec3(1.0f);
vec4 res = textureGrad(arg_0_arg_1, vec4(arg_2, float(arg_3)), arg_4, arg_5);
return res;
}
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
void compute_main() {
prevent_dce.inner = textureSampleGrad_bbb58f();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 460
layout(location = 0) flat out vec4 prevent_dce_1;
uniform highp samplerCubeArray arg_0_arg_1;
vec4 textureSampleGrad_bbb58f() {
vec3 arg_2 = vec3(1.0f);
uint arg_3 = 1u;
vec3 arg_4 = vec3(1.0f);
vec3 arg_5 = vec3(1.0f);
vec4 res = textureGrad(arg_0_arg_1, vec4(arg_2, float(arg_3)), arg_4, arg_5);
return res;
}
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureSampleGrad_bbb58f();
return tint_symbol;
}
void main() {
gl_PointSize = 1.0;
VertexOutput inner_result = vertex_main();
gl_Position = inner_result.pos;
prevent_dce_1 = inner_result.prevent_dce;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}