blob: 2cd741b48e8a57a67cd4028384e233c3f15c8f77 [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
f16vec2 inner;
} v;
f16vec2 inverseSqrt_5f51f8() {
f16vec2 arg_0 = f16vec2(1.0hf);
f16vec2 res = inversesqrt(arg_0);
return res;
}
void main() {
v.inner = inverseSqrt_5f51f8();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
f16vec2 inner;
} v;
f16vec2 inverseSqrt_5f51f8() {
f16vec2 arg_0 = f16vec2(1.0hf);
f16vec2 res = inversesqrt(arg_0);
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = inverseSqrt_5f51f8();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct VertexOutput {
vec4 pos;
f16vec2 prevent_dce;
};
layout(location = 0) flat out f16vec2 vertex_main_loc0_Output;
f16vec2 inverseSqrt_5f51f8() {
f16vec2 arg_0 = f16vec2(1.0hf);
f16vec2 res = inversesqrt(arg_0);
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), f16vec2(0.0hf));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = inverseSqrt_5f51f8();
return tint_symbol;
}
void main() {
VertexOutput v = vertex_main_inner();
gl_Position = v.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v.prevent_dce;
gl_PointSize = 1.0f;
}