| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| ivec3 inner; |
| } v; |
| ivec3 insertBits_428b0b() { |
| ivec3 arg_0 = ivec3(1); |
| ivec3 arg_1 = ivec3(1); |
| uint arg_2 = 1u; |
| uint arg_3 = 1u; |
| ivec3 v_1 = arg_0; |
| ivec3 v_2 = arg_1; |
| uint v_3 = arg_3; |
| uint v_4 = min(arg_2, 32u); |
| uint v_5 = min(v_3, (32u - v_4)); |
| int v_6 = int(v_4); |
| ivec3 res = bitfieldInsert(v_1, v_2, v_6, int(v_5)); |
| return res; |
| } |
| void main() { |
| v.inner = insertBits_428b0b(); |
| } |
| #version 310 es |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| ivec3 inner; |
| } v; |
| ivec3 insertBits_428b0b() { |
| ivec3 arg_0 = ivec3(1); |
| ivec3 arg_1 = ivec3(1); |
| uint arg_2 = 1u; |
| uint arg_3 = 1u; |
| ivec3 v_1 = arg_0; |
| ivec3 v_2 = arg_1; |
| uint v_3 = arg_3; |
| uint v_4 = min(arg_2, 32u); |
| uint v_5 = min(v_3, (32u - v_4)); |
| int v_6 = int(v_4); |
| ivec3 res = bitfieldInsert(v_1, v_2, v_6, int(v_5)); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = insertBits_428b0b(); |
| } |
| #version 310 es |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| ivec3 prevent_dce; |
| }; |
| |
| layout(location = 0) flat out ivec3 vertex_main_loc0_Output; |
| ivec3 insertBits_428b0b() { |
| ivec3 arg_0 = ivec3(1); |
| ivec3 arg_1 = ivec3(1); |
| uint arg_2 = 1u; |
| uint arg_3 = 1u; |
| ivec3 v = arg_0; |
| ivec3 v_1 = arg_1; |
| uint v_2 = arg_3; |
| uint v_3 = min(arg_2, 32u); |
| uint v_4 = min(v_2, (32u - v_3)); |
| int v_5 = int(v_3); |
| ivec3 res = bitfieldInsert(v, v_1, v_5, int(v_4)); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec3(0)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = insertBits_428b0b(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_6 = vertex_main_inner(); |
| gl_Position = v_6.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_6.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |