| #version 310 es |
| |
| struct tint_symbol_3 { |
| uint texture_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std140) uniform tint_symbol_3_ubo { |
| uint texture_builtin_value_0; |
| } tint_symbol_4; |
| |
| vec4 tint_symbol_1 = vec4(0.0f); |
| void textureNumSamples_a3c8a0() { |
| int res = 0; |
| res = int(tint_symbol_4.texture_builtin_value_0); |
| return; |
| } |
| |
| void tint_symbol_2(vec4 tint_symbol) { |
| tint_symbol_1 = tint_symbol; |
| return; |
| } |
| |
| void vertex_main_1() { |
| textureNumSamples_a3c8a0(); |
| tint_symbol_2(vec4(0.0f)); |
| return; |
| } |
| |
| struct vertex_main_out { |
| vec4 tint_symbol_1_1; |
| }; |
| |
| vertex_main_out vertex_main() { |
| vertex_main_1(); |
| vertex_main_out tint_symbol_5 = vertex_main_out(tint_symbol_1); |
| return tint_symbol_5; |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| vertex_main_out inner_result = vertex_main(); |
| gl_Position = inner_result.tint_symbol_1_1; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| struct tint_symbol_3 { |
| uint texture_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std140) uniform tint_symbol_3_ubo { |
| uint texture_builtin_value_0; |
| } tint_symbol_4; |
| |
| void textureNumSamples_a3c8a0() { |
| int res = 0; |
| res = int(tint_symbol_4.texture_builtin_value_0); |
| return; |
| } |
| |
| struct vertex_main_out { |
| vec4 tint_symbol_1_1; |
| }; |
| |
| void fragment_main_1() { |
| textureNumSamples_a3c8a0(); |
| return; |
| } |
| |
| void fragment_main() { |
| fragment_main_1(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| |
| struct tint_symbol_3 { |
| uint texture_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std140) uniform tint_symbol_3_ubo { |
| uint texture_builtin_value_0; |
| } tint_symbol_4; |
| |
| void textureNumSamples_a3c8a0() { |
| int res = 0; |
| res = int(tint_symbol_4.texture_builtin_value_0); |
| return; |
| } |
| |
| struct vertex_main_out { |
| vec4 tint_symbol_1_1; |
| }; |
| |
| void compute_main_1() { |
| textureNumSamples_a3c8a0(); |
| return; |
| } |
| |
| void compute_main() { |
| compute_main_1(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |