| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 2, std430) |
| buffer a_block_1_ssbo { |
| int inner; |
| } v; |
| bool continue_execution = true; |
| uniform highp sampler2D t_s; |
| layout(location = 0) in float foo_loc0_Input; |
| layout(location = 1) in vec2 foo_loc1_Input; |
| layout(location = 0) out int foo_loc0_Output; |
| int tint_f32_to_i32(float value) { |
| return mix(2147483647, mix((-2147483647 - 1), int(value), (value >= -2147483648.0f)), (value <= 2147483520.0f)); |
| } |
| int foo_inner(float tint_symbol, vec2 coord) { |
| if ((tint_symbol == 0.0f)) { |
| continue_execution = false; |
| } |
| int result = tint_f32_to_i32(texture(t_s, coord)[0u]); |
| { |
| int i = 0; |
| while(true) { |
| if ((i < 10)) { |
| } else { |
| break; |
| } |
| result = (result + i); |
| { |
| int v_1 = 0; |
| if (continue_execution) { |
| v_1 = atomicAdd(v.inner, 1); |
| } |
| i = v_1; |
| } |
| continue; |
| } |
| } |
| if (!(continue_execution)) { |
| discard; |
| } |
| return result; |
| } |
| void main() { |
| foo_loc0_Output = foo_inner(foo_loc0_Input, foo_loc1_Input); |
| } |