| #version 310 es |
| |
| |
| vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) { |
| vec2 dims = vec2(uvec2(textureSize(t_1, 0))); |
| vec2 half_texel = (vec2(0.5f) / dims); |
| vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel)); |
| return textureLod(t_s, clamped, 0.0f); |
| } |
| |
| uniform highp sampler2D arg_0_1; |
| uniform highp sampler2D arg_0_arg_1; |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| vec4 inner; |
| } prevent_dce; |
| |
| void textureSampleBaseClampToEdge_9ca02c() { |
| vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f)); |
| prevent_dce.inner = res; |
| } |
| |
| vec4 vertex_main() { |
| textureSampleBaseClampToEdge_9ca02c(); |
| 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; |
| |
| |
| vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) { |
| vec2 dims = vec2(uvec2(textureSize(t_1, 0))); |
| vec2 half_texel = (vec2(0.5f) / dims); |
| vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel)); |
| return textureLod(t_s, clamped, 0.0f); |
| } |
| |
| uniform highp sampler2D arg_0_1; |
| uniform highp sampler2D arg_0_arg_1; |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| vec4 inner; |
| } prevent_dce; |
| |
| void textureSampleBaseClampToEdge_9ca02c() { |
| vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f)); |
| prevent_dce.inner = res; |
| } |
| |
| void fragment_main() { |
| textureSampleBaseClampToEdge_9ca02c(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| |
| |
| vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) { |
| vec2 dims = vec2(uvec2(textureSize(t_1, 0))); |
| vec2 half_texel = (vec2(0.5f) / dims); |
| vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel)); |
| return textureLod(t_s, clamped, 0.0f); |
| } |
| |
| uniform highp sampler2D arg_0_1; |
| uniform highp sampler2D arg_0_arg_1; |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| vec4 inner; |
| } prevent_dce; |
| |
| void textureSampleBaseClampToEdge_9ca02c() { |
| vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f)); |
| prevent_dce.inner = res; |
| } |
| |
| void compute_main() { |
| textureSampleBaseClampToEdge_9ca02c(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |