| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| uvec4 inner; |
| } prevent_dce; |
| |
| uniform highp usampler2DArray arg_1_arg_2; |
| |
| uvec4 textureGather_ce5578() { |
| uvec4 res = textureGatherOffset(arg_1_arg_2, vec3(vec2(1.0f), float(1u)), ivec2(1), 1); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| uvec4 prevent_dce; |
| }; |
| |
| void fragment_main() { |
| prevent_dce.inner = textureGather_ce5578(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| uvec4 inner; |
| } prevent_dce; |
| |
| uniform highp usampler2DArray arg_1_arg_2; |
| |
| uvec4 textureGather_ce5578() { |
| uvec4 res = textureGatherOffset(arg_1_arg_2, vec3(vec2(1.0f), float(1u)), ivec2(1), 1); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| uvec4 prevent_dce; |
| }; |
| |
| void compute_main() { |
| prevent_dce.inner = textureGather_ce5578(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |
| #version 310 es |
| |
| layout(location = 0) flat out uvec4 prevent_dce_1; |
| uniform highp usampler2DArray arg_1_arg_2; |
| |
| uvec4 textureGather_ce5578() { |
| uvec4 res = textureGatherOffset(arg_1_arg_2, vec3(vec2(1.0f), float(1u)), ivec2(1), 1); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| uvec4 prevent_dce; |
| }; |
| |
| VertexOutput vertex_main() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), uvec4(0u, 0u, 0u, 0u)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureGather_ce5578(); |
| 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; |
| } |