| // |
| // fragment_main |
| // |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer f_prevent_dce_block_ssbo { |
| int inner; |
| } v; |
| int tint_int_dot(ivec2 x, ivec2 y) { |
| uint v_1 = uint(x.x); |
| int v_2 = int((v_1 * uint(y.x))); |
| uint v_3 = uint(x.y); |
| int v_4 = int((v_3 * uint(y.y))); |
| uint v_5 = uint(v_2); |
| return int((v_5 + uint(v_4))); |
| } |
| int dot_fc5f7c() { |
| ivec2 arg_0 = ivec2(1); |
| ivec2 arg_1 = ivec2(1); |
| int res = tint_int_dot(arg_0, arg_1); |
| return res; |
| } |
| void main() { |
| v.inner = dot_fc5f7c(); |
| } |
| // |
| // compute_main |
| // |
| #version 310 es |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| int inner; |
| } v; |
| int tint_int_dot(ivec2 x, ivec2 y) { |
| uint v_1 = uint(x.x); |
| int v_2 = int((v_1 * uint(y.x))); |
| uint v_3 = uint(x.y); |
| int v_4 = int((v_3 * uint(y.y))); |
| uint v_5 = uint(v_2); |
| return int((v_5 + uint(v_4))); |
| } |
| int dot_fc5f7c() { |
| ivec2 arg_0 = ivec2(1); |
| ivec2 arg_1 = ivec2(1); |
| int res = tint_int_dot(arg_0, arg_1); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = dot_fc5f7c(); |
| } |
| // |
| // vertex_main |
| // |
| #version 310 es |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| int prevent_dce; |
| }; |
| |
| layout(location = 0) flat out int tint_interstage_location0; |
| int tint_int_dot(ivec2 x, ivec2 y) { |
| uint v = uint(x.x); |
| int v_1 = int((v * uint(y.x))); |
| uint v_2 = uint(x.y); |
| int v_3 = int((v_2 * uint(y.y))); |
| uint v_4 = uint(v_1); |
| return int((v_4 + uint(v_3))); |
| } |
| int dot_fc5f7c() { |
| ivec2 arg_0 = ivec2(1); |
| ivec2 arg_1 = ivec2(1); |
| int res = tint_int_dot(arg_0, arg_1); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput v_5 = VertexOutput(vec4(0.0f), 0); |
| v_5.pos = vec4(0.0f); |
| v_5.prevent_dce = dot_fc5f7c(); |
| return v_5; |
| } |
| void main() { |
| VertexOutput v_6 = vertex_main_inner(); |
| gl_Position = vec4(v_6.pos.x, -(v_6.pos.y), ((2.0f * v_6.pos.z) - v_6.pos.w), v_6.pos.w); |
| tint_interstage_location0 = v_6.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |