blob: 88869eac5b89e8c0357520ce378195cb308be3b8 [file] [log] [blame]
//
// fragment_main
//
#version 310 es
precision highp float;
precision highp int;
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer f_prevent_dce_block_ssbo {
uvec4 inner;
} v;
layout(binding = 0, std140)
uniform f_tint_symbol_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp usampler3D f_arg_0;
uvec4 textureLoad_a9a9f5() {
ivec3 arg_1 = ivec3(1);
int arg_2 = 1;
ivec3 v_2 = arg_1;
uint v_3 = (v_1.inner.tint_builtin_value_0 - 1u);
uint v_4 = min(uint(arg_2), v_3);
uvec3 v_5 = (uvec3(textureSize(f_arg_0, int(v_4))) - uvec3(1u));
ivec3 v_6 = ivec3(min(uvec3(v_2), v_5));
uvec4 res = texelFetch(f_arg_0, v_6, int(v_4));
return res;
}
void main() {
v.inner = textureLoad_a9a9f5();
}
//
// compute_main
//
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
uvec4 inner;
} v;
layout(binding = 0, std140)
uniform tint_symbol_1_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp usampler3D arg_0;
uvec4 textureLoad_a9a9f5() {
ivec3 arg_1 = ivec3(1);
int arg_2 = 1;
ivec3 v_2 = arg_1;
uint v_3 = (v_1.inner.tint_builtin_value_0 - 1u);
uint v_4 = min(uint(arg_2), v_3);
uvec3 v_5 = (uvec3(textureSize(arg_0, int(v_4))) - uvec3(1u));
ivec3 v_6 = ivec3(min(uvec3(v_2), v_5));
uvec4 res = texelFetch(arg_0, v_6, int(v_4));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureLoad_a9a9f5();
}
//
// vertex_main
//
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
layout(binding = 0, std140)
uniform v_tint_symbol_ubo {
TintTextureUniformData inner;
} v;
uniform highp usampler3D v_arg_0;
layout(location = 0) flat out uvec4 tint_interstage_location0;
uvec4 textureLoad_a9a9f5() {
ivec3 arg_1 = ivec3(1);
int arg_2 = 1;
ivec3 v_1 = arg_1;
uint v_2 = (v.inner.tint_builtin_value_0 - 1u);
uint v_3 = min(uint(arg_2), v_2);
uvec3 v_4 = (uvec3(textureSize(v_arg_0, int(v_3))) - uvec3(1u));
ivec3 v_5 = ivec3(min(uvec3(v_1), v_4));
uvec4 res = texelFetch(v_arg_0, v_5, int(v_3));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput v_6 = VertexOutput(vec4(0.0f), uvec4(0u));
v_6.pos = vec4(0.0f);
v_6.prevent_dce = textureLoad_a9a9f5();
return v_6;
}
void main() {
VertexOutput v_7 = vertex_main_inner();
gl_Position = vec4(v_7.pos.x, -(v_7.pos.y), ((2.0f * v_7.pos.z) - v_7.pos.w), v_7.pos.w);
tint_interstage_location0 = v_7.prevent_dce;
gl_PointSize = 1.0f;
}