blob: 0b247a6b3f7465d003a0ebf399f2a4480382f3ad [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
float16_t inner;
} prevent_dce;
void exp2_b408e4() {
float16_t arg_0 = 1.0hf;
float16_t res = exp2(arg_0);
prevent_dce.inner = res;
}
vec4 vertex_main() {
exp2_b408e4();
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;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
float16_t inner;
} prevent_dce;
void exp2_b408e4() {
float16_t arg_0 = 1.0hf;
float16_t res = exp2(arg_0);
prevent_dce.inner = res;
}
void fragment_main() {
exp2_b408e4();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
float16_t inner;
} prevent_dce;
void exp2_b408e4() {
float16_t arg_0 = 1.0hf;
float16_t res = exp2(arg_0);
prevent_dce.inner = res;
}
void compute_main() {
exp2_b408e4();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}