blob: 9b03d9c10af24ca96b5cad72378bb662d34fa11d [file] [log] [blame]
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std140)
uniform tint_symbol_1_1_ubo {
TintTextureUniformData inner;
} v;
uniform highp isampler2D arg_0;
ivec4 textureLoad2d(ivec2 coords, int level, uint tint_tex_value) {
uint v_1 = min(uint(level), (tint_tex_value - 1u));
uvec2 v_2 = (uvec2(textureSize(arg_0, int(v_1))) - uvec2(1u));
ivec2 v_3 = ivec2(min(uvec2(coords), v_2));
return texelFetch(arg_0, v_3, int(v_1));
}
void doTextureLoad() {
ivec4 res = textureLoad2d(ivec2(0), 0, v.inner.tint_builtin_value_0);
}
vec4 vertex_main_inner() {
doTextureLoad();
return vec4(0.0f);
}
void main() {
gl_Position = vertex_main_inner();
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
gl_PointSize = 1.0f;
}
#version 310 es
precision highp float;
precision highp int;
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std140)
uniform tint_symbol_1_1_ubo {
TintTextureUniformData inner;
} v;
uniform highp isampler2D arg_0;
ivec4 textureLoad2d(ivec2 coords, int level, uint tint_tex_value) {
uint v_1 = min(uint(level), (tint_tex_value - 1u));
uvec2 v_2 = (uvec2(textureSize(arg_0, int(v_1))) - uvec2(1u));
ivec2 v_3 = ivec2(min(uvec2(coords), v_2));
return texelFetch(arg_0, v_3, int(v_1));
}
void doTextureLoad() {
ivec4 res = textureLoad2d(ivec2(0), 0, v.inner.tint_builtin_value_0);
}
void main() {
doTextureLoad();
}
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std140)
uniform tint_symbol_1_1_ubo {
TintTextureUniformData inner;
} v;
uniform highp isampler2D arg_0;
ivec4 textureLoad2d(ivec2 coords, int level, uint tint_tex_value) {
uint v_1 = min(uint(level), (tint_tex_value - 1u));
uvec2 v_2 = (uvec2(textureSize(arg_0, int(v_1))) - uvec2(1u));
ivec2 v_3 = ivec2(min(uvec2(coords), v_2));
return texelFetch(arg_0, v_3, int(v_1));
}
void doTextureLoad() {
ivec4 res = textureLoad2d(ivec2(0), 0, v.inner.tint_builtin_value_0);
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
doTextureLoad();
}