| // |
| // vertex_main |
| // |
| #version 310 es |
| |
| layout(binding = 0, std140) |
| uniform v_TintTextureUniformData_ubo { |
| uint tint_builtin_value_0; |
| } v; |
| uniform highp isampler2D v_arg_0; |
| ivec4 textureLoad2d(ivec2 coords, int level) { |
| uint v_1 = (v.tint_builtin_value_0 - 1u); |
| uint v_2 = min(uint(level), v_1); |
| uvec2 v_3 = (uvec2(textureSize(v_arg_0, int(v_2))) - uvec2(1u)); |
| ivec2 v_4 = ivec2(min(uvec2(coords), v_3)); |
| return texelFetch(v_arg_0, v_4, int(v_2)); |
| } |
| void doTextureLoad() { |
| ivec4 res = textureLoad2d(ivec2(0), 0); |
| } |
| vec4 vertex_main_inner() { |
| doTextureLoad(); |
| return vec4(0.0f); |
| } |
| void main() { |
| vec4 v_5 = vertex_main_inner(); |
| gl_Position = vec4(v_5.x, -(v_5.y), ((2.0f * v_5.z) - v_5.w), v_5.w); |
| gl_PointSize = 1.0f; |
| } |
| // |
| // fragment_main |
| // |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std140) |
| uniform f_TintTextureUniformData_ubo { |
| uint tint_builtin_value_0; |
| } v; |
| uniform highp isampler2D f_arg_0; |
| ivec4 textureLoad2d(ivec2 coords, int level) { |
| uint v_1 = (v.tint_builtin_value_0 - 1u); |
| uint v_2 = min(uint(level), v_1); |
| uvec2 v_3 = (uvec2(textureSize(f_arg_0, int(v_2))) - uvec2(1u)); |
| ivec2 v_4 = ivec2(min(uvec2(coords), v_3)); |
| return texelFetch(f_arg_0, v_4, int(v_2)); |
| } |
| void doTextureLoad() { |
| ivec4 res = textureLoad2d(ivec2(0), 0); |
| } |
| void main() { |
| doTextureLoad(); |
| } |
| // |
| // compute_main |
| // |
| #version 310 es |
| |
| layout(binding = 0, std140) |
| uniform TintTextureUniformData_1_ubo { |
| uint tint_builtin_value_0; |
| } v; |
| uniform highp isampler2D arg_0; |
| ivec4 textureLoad2d(ivec2 coords, int level) { |
| uint v_1 = (v.tint_builtin_value_0 - 1u); |
| uint v_2 = min(uint(level), v_1); |
| uvec2 v_3 = (uvec2(textureSize(arg_0, int(v_2))) - uvec2(1u)); |
| ivec2 v_4 = ivec2(min(uvec2(coords), v_3)); |
| return texelFetch(arg_0, v_4, int(v_2)); |
| } |
| void doTextureLoad() { |
| ivec4 res = textureLoad2d(ivec2(0), 0); |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| doTextureLoad(); |
| } |