| #version 310 es | 
 | precision highp float; | 
 | precision highp int; | 
 |  | 
 | layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | 
 |   uvec4 inner; | 
 | } prevent_dce; | 
 |  | 
 | layout(binding = 0, rgba8ui) uniform highp readonly uimage2DArray arg_0; | 
 | uvec4 textureLoad_a7444c() { | 
 |   uvec4 res = imageLoad(arg_0, ivec3(uvec3(uvec2(1u), 1u))); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   uvec4 prevent_dce; | 
 | }; | 
 |  | 
 | void fragment_main() { | 
 |   prevent_dce.inner = textureLoad_a7444c(); | 
 | } | 
 |  | 
 | void main() { | 
 |   fragment_main(); | 
 |   return; | 
 | } | 
 | #version 310 es | 
 |  | 
 | layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | 
 |   uvec4 inner; | 
 | } prevent_dce; | 
 |  | 
 | layout(binding = 0, rgba8ui) uniform highp readonly uimage2DArray arg_0; | 
 | uvec4 textureLoad_a7444c() { | 
 |   uvec4 res = imageLoad(arg_0, ivec3(uvec3(uvec2(1u), 1u))); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   uvec4 prevent_dce; | 
 | }; | 
 |  | 
 | void compute_main() { | 
 |   prevent_dce.inner = textureLoad_a7444c(); | 
 | } | 
 |  | 
 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
 | void main() { | 
 |   compute_main(); | 
 |   return; | 
 | } | 
 | #version 310 es | 
 |  | 
 | layout(location = 0) flat out uvec4 prevent_dce_1; | 
 | layout(binding = 0, rgba8ui) uniform highp readonly uimage2DArray arg_0; | 
 | uvec4 textureLoad_a7444c() { | 
 |   uvec4 res = imageLoad(arg_0, ivec3(uvec3(uvec2(1u), 1u))); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   uvec4 prevent_dce; | 
 | }; | 
 |  | 
 | VertexOutput vertex_main() { | 
 |   VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), uvec4(0u, 0u, 0u, 0u)); | 
 |   tint_symbol.pos = vec4(0.0f); | 
 |   tint_symbol.prevent_dce = textureLoad_a7444c(); | 
 |   return tint_symbol; | 
 | } | 
 |  | 
 | void main() { | 
 |   gl_PointSize = 1.0; | 
 |   VertexOutput inner_result = vertex_main(); | 
 |   gl_Position = inner_result.pos; | 
 |   prevent_dce_1 = inner_result.prevent_dce; | 
 |   gl_Position.y = -(gl_Position.y); | 
 |   gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
 |   return; | 
 | } |