#version 310 es | |
void min_3941e1() { | |
ivec4 res = min(ivec4(1), ivec4(1)); | |
} | |
vec4 vertex_main() { | |
min_3941e1(); | |
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 mediump float; | |
void min_3941e1() { | |
ivec4 res = min(ivec4(1), ivec4(1)); | |
} | |
void fragment_main() { | |
min_3941e1(); | |
} | |
void main() { | |
fragment_main(); | |
return; | |
} | |
#version 310 es | |
void min_3941e1() { | |
ivec4 res = min(ivec4(1), ivec4(1)); | |
} | |
void compute_main() { | |
min_3941e1(); | |
} | |
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | |
void main() { | |
compute_main(); | |
return; | |
} |