| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| uint inner; |
| } v; |
| uint tint_int_dot(uvec4 x, uvec4 y) { |
| return ((((x.x * y.x) + (x.y * y.y)) + (x.z * y.z)) + (x.w * y.w)); |
| } |
| uint pack4xI8_bfce01() { |
| ivec4 arg_0 = ivec4(1); |
| ivec4 v_1 = arg_0; |
| uvec4 v_2 = uvec4(0u, 8u, 16u, 24u); |
| uvec4 v_3 = uvec4(v_1); |
| uvec4 v_4 = ((v_3 & uvec4(255u)) << v_2); |
| uint res = tint_int_dot(v_4, uvec4(1u)); |
| return res; |
| } |
| void main() { |
| v.inner = pack4xI8_bfce01(); |
| } |
| #version 310 es |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| uint inner; |
| } v; |
| uint tint_int_dot(uvec4 x, uvec4 y) { |
| return ((((x.x * y.x) + (x.y * y.y)) + (x.z * y.z)) + (x.w * y.w)); |
| } |
| uint pack4xI8_bfce01() { |
| ivec4 arg_0 = ivec4(1); |
| ivec4 v_1 = arg_0; |
| uvec4 v_2 = uvec4(0u, 8u, 16u, 24u); |
| uvec4 v_3 = uvec4(v_1); |
| uvec4 v_4 = ((v_3 & uvec4(255u)) << v_2); |
| uint res = tint_int_dot(v_4, uvec4(1u)); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = pack4xI8_bfce01(); |
| } |
| #version 310 es |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| uint prevent_dce; |
| }; |
| |
| layout(location = 0) flat out uint vertex_main_loc0_Output; |
| uint tint_int_dot(uvec4 x, uvec4 y) { |
| return ((((x.x * y.x) + (x.y * y.y)) + (x.z * y.z)) + (x.w * y.w)); |
| } |
| uint pack4xI8_bfce01() { |
| ivec4 arg_0 = ivec4(1); |
| ivec4 v = arg_0; |
| uvec4 v_1 = uvec4(0u, 8u, 16u, 24u); |
| uvec4 v_2 = uvec4(v); |
| uvec4 v_3 = ((v_2 & uvec4(255u)) << v_1); |
| uint res = tint_int_dot(v_3, uvec4(1u)); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0u); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = pack4xI8_bfce01(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_4 = vertex_main_inner(); |
| gl_Position = v_4.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_4.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |