blob: 89784664f62b1d2f607624093165a606c6cb072f [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
int inner;
} v;
int firstTrailingBit_3a2acc() {
int arg_0 = 1;
uint v_1 = uint(arg_0);
uint v_2 = mix(0u, 16u, ((v_1 & 65535u) == 0u));
uint v_3 = mix(0u, 8u, (((v_1 >> v_2) & 255u) == 0u));
uint v_4 = mix(0u, 4u, ((((v_1 >> v_2) >> v_3) & 15u) == 0u));
uint v_5 = mix(0u, 2u, (((((v_1 >> v_2) >> v_3) >> v_4) & 3u) == 0u));
int res = int(mix((v_2 | (v_3 | (v_4 | (v_5 | mix(0u, 1u, ((((((v_1 >> v_2) >> v_3) >> v_4) >> v_5) & 1u) == 0u)))))), 4294967295u, (((((v_1 >> v_2) >> v_3) >> v_4) >> v_5) == 0u)));
return res;
}
void main() {
v.inner = firstTrailingBit_3a2acc();
}
#version 310 es
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
int inner;
} v;
int firstTrailingBit_3a2acc() {
int arg_0 = 1;
uint v_1 = uint(arg_0);
uint v_2 = mix(0u, 16u, ((v_1 & 65535u) == 0u));
uint v_3 = mix(0u, 8u, (((v_1 >> v_2) & 255u) == 0u));
uint v_4 = mix(0u, 4u, ((((v_1 >> v_2) >> v_3) & 15u) == 0u));
uint v_5 = mix(0u, 2u, (((((v_1 >> v_2) >> v_3) >> v_4) & 3u) == 0u));
int res = int(mix((v_2 | (v_3 | (v_4 | (v_5 | mix(0u, 1u, ((((((v_1 >> v_2) >> v_3) >> v_4) >> v_5) & 1u) == 0u)))))), 4294967295u, (((((v_1 >> v_2) >> v_3) >> v_4) >> v_5) == 0u)));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = firstTrailingBit_3a2acc();
}
#version 310 es
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
layout(location = 0) flat out int vertex_main_loc0_Output;
int firstTrailingBit_3a2acc() {
int arg_0 = 1;
uint v = uint(arg_0);
uint v_1 = mix(0u, 16u, ((v & 65535u) == 0u));
uint v_2 = mix(0u, 8u, (((v >> v_1) & 255u) == 0u));
uint v_3 = mix(0u, 4u, ((((v >> v_1) >> v_2) & 15u) == 0u));
uint v_4 = mix(0u, 2u, (((((v >> v_1) >> v_2) >> v_3) & 3u) == 0u));
int res = int(mix((v_1 | (v_2 | (v_3 | (v_4 | mix(0u, 1u, ((((((v >> v_1) >> v_2) >> v_3) >> v_4) & 1u) == 0u)))))), 4294967295u, (((((v >> v_1) >> v_2) >> v_3) >> v_4) == 0u)));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = firstTrailingBit_3a2acc();
return tint_symbol;
}
void main() {
VertexOutput v_5 = vertex_main_inner();
gl_Position = v_5.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_5.prevent_dce;
gl_PointSize = 1.0f;
}