blob: 2a8d3c905e97a00c0a83c8433d14670bb3ca3a96 [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
float16_t tint_acosh(float16_t x) {
return ((x < 1.0hf) ? 0.0hf : acosh(x));
}
void acosh_a37dfe() {
float16_t arg_0 = 2.0hf;
float16_t res = tint_acosh(arg_0);
}
vec4 vertex_main() {
acosh_a37dfe();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
precision mediump float;
float16_t tint_acosh(float16_t x) {
return ((x < 1.0hf) ? 0.0hf : acosh(x));
}
void acosh_a37dfe() {
float16_t arg_0 = 2.0hf;
float16_t res = tint_acosh(arg_0);
}
void fragment_main() {
acosh_a37dfe();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
float16_t tint_acosh(float16_t x) {
return ((x < 1.0hf) ? 0.0hf : acosh(x));
}
void acosh_a37dfe() {
float16_t arg_0 = 2.0hf;
float16_t res = tint_acosh(arg_0);
}
void compute_main() {
acosh_a37dfe();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}