blob: 80ab9d9a0553e52ff98a9545a60658b2fdb60afa [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
precision highp float;
precision highp int;
f16vec4 tint_bitcast_to_f16(vec2 src) {
uvec2 r = floatBitsToUint(src);
f16vec2 v_xy = unpackFloat2x16(r.x);
f16vec2 v_zw = unpackFloat2x16(r.y);
return f16vec4(v_xy.x, v_xy.y, v_zw.x, v_zw.y);
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16vec4 inner;
} prevent_dce;
f16vec4 bitcast_429d64() {
vec2 arg_0 = vec2(1.0f);
f16vec4 res = tint_bitcast_to_f16(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
f16vec4 prevent_dce;
};
void fragment_main() {
prevent_dce.inner = bitcast_429d64();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
f16vec4 tint_bitcast_to_f16(vec2 src) {
uvec2 r = floatBitsToUint(src);
f16vec2 v_xy = unpackFloat2x16(r.x);
f16vec2 v_zw = unpackFloat2x16(r.y);
return f16vec4(v_xy.x, v_xy.y, v_zw.x, v_zw.y);
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16vec4 inner;
} prevent_dce;
f16vec4 bitcast_429d64() {
vec2 arg_0 = vec2(1.0f);
f16vec4 res = tint_bitcast_to_f16(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
f16vec4 prevent_dce;
};
void compute_main() {
prevent_dce.inner = bitcast_429d64();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
f16vec4 tint_bitcast_to_f16(vec2 src) {
uvec2 r = floatBitsToUint(src);
f16vec2 v_xy = unpackFloat2x16(r.x);
f16vec2 v_zw = unpackFloat2x16(r.y);
return f16vec4(v_xy.x, v_xy.y, v_zw.x, v_zw.y);
}
layout(location = 0) flat out f16vec4 prevent_dce_1;
f16vec4 bitcast_429d64() {
vec2 arg_0 = vec2(1.0f);
f16vec4 res = tint_bitcast_to_f16(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
f16vec4 prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), f16vec4(0.0hf, 0.0hf, 0.0hf, 0.0hf));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = bitcast_429d64();
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;
}