blob: 14c858e8644bfdf1d64d2d155862dd1882e0e58e [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
ivec4 inner;
} v;
ivec4 countLeadingZeros_eab32b() {
ivec4 arg_0 = ivec4(1);
uvec4 v_1 = uvec4(arg_0);
uvec4 v_2 = mix(uvec4(0u), uvec4(16u), lessThanEqual(v_1, uvec4(65535u)));
uvec4 v_3 = mix(uvec4(0u), uvec4(8u), lessThanEqual((v_1 << v_2), uvec4(16777215u)));
uvec4 v_4 = mix(uvec4(0u), uvec4(4u), lessThanEqual(((v_1 << v_2) << v_3), uvec4(268435455u)));
uvec4 v_5 = mix(uvec4(0u), uvec4(2u), lessThanEqual((((v_1 << v_2) << v_3) << v_4), uvec4(1073741823u)));
uvec4 v_6 = mix(uvec4(0u), uvec4(1u), lessThanEqual(((((v_1 << v_2) << v_3) << v_4) << v_5), uvec4(2147483647u)));
uvec4 v_7 = mix(uvec4(0u), uvec4(1u), equal(((((v_1 << v_2) << v_3) << v_4) << v_5), uvec4(0u)));
ivec4 res = ivec4(((v_2 | (v_3 | (v_4 | (v_5 | (v_6 | v_7))))) + v_7));
return res;
}
void main() {
v.inner = countLeadingZeros_eab32b();
}
#version 310 es
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
ivec4 inner;
} v;
ivec4 countLeadingZeros_eab32b() {
ivec4 arg_0 = ivec4(1);
uvec4 v_1 = uvec4(arg_0);
uvec4 v_2 = mix(uvec4(0u), uvec4(16u), lessThanEqual(v_1, uvec4(65535u)));
uvec4 v_3 = mix(uvec4(0u), uvec4(8u), lessThanEqual((v_1 << v_2), uvec4(16777215u)));
uvec4 v_4 = mix(uvec4(0u), uvec4(4u), lessThanEqual(((v_1 << v_2) << v_3), uvec4(268435455u)));
uvec4 v_5 = mix(uvec4(0u), uvec4(2u), lessThanEqual((((v_1 << v_2) << v_3) << v_4), uvec4(1073741823u)));
uvec4 v_6 = mix(uvec4(0u), uvec4(1u), lessThanEqual(((((v_1 << v_2) << v_3) << v_4) << v_5), uvec4(2147483647u)));
uvec4 v_7 = mix(uvec4(0u), uvec4(1u), equal(((((v_1 << v_2) << v_3) << v_4) << v_5), uvec4(0u)));
ivec4 res = ivec4(((v_2 | (v_3 | (v_4 | (v_5 | (v_6 | v_7))))) + v_7));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = countLeadingZeros_eab32b();
}
#version 310 es
struct VertexOutput {
vec4 pos;
ivec4 prevent_dce;
};
layout(location = 0) flat out ivec4 vertex_main_loc0_Output;
ivec4 countLeadingZeros_eab32b() {
ivec4 arg_0 = ivec4(1);
uvec4 v = uvec4(arg_0);
uvec4 v_1 = mix(uvec4(0u), uvec4(16u), lessThanEqual(v, uvec4(65535u)));
uvec4 v_2 = mix(uvec4(0u), uvec4(8u), lessThanEqual((v << v_1), uvec4(16777215u)));
uvec4 v_3 = mix(uvec4(0u), uvec4(4u), lessThanEqual(((v << v_1) << v_2), uvec4(268435455u)));
uvec4 v_4 = mix(uvec4(0u), uvec4(2u), lessThanEqual((((v << v_1) << v_2) << v_3), uvec4(1073741823u)));
uvec4 v_5 = mix(uvec4(0u), uvec4(1u), lessThanEqual(((((v << v_1) << v_2) << v_3) << v_4), uvec4(2147483647u)));
uvec4 v_6 = mix(uvec4(0u), uvec4(1u), equal(((((v << v_1) << v_2) << v_3) << v_4), uvec4(0u)));
ivec4 res = ivec4(((v_1 | (v_2 | (v_3 | (v_4 | (v_5 | v_6))))) + v_6));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec4(0));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = countLeadingZeros_eab32b();
return tint_symbol;
}
void main() {
VertexOutput v_7 = vertex_main_inner();
gl_Position = v_7.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_7.prevent_dce;
gl_PointSize = 1.0f;
}