| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| vec2 tint_symbol; |
| } v; |
| vec2 tint_bitcast_from_f16(f16vec4 src) { |
| uint v_1 = packFloat2x16(src.xy); |
| return uintBitsToFloat(uvec2(v_1, packFloat2x16(src.zw))); |
| } |
| vec2 bitcast_2a6e58() { |
| f16vec4 arg_0 = f16vec4(1.0hf); |
| vec2 res = tint_bitcast_from_f16(arg_0); |
| return res; |
| } |
| void main() { |
| v.tint_symbol = bitcast_2a6e58(); |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| vec2 tint_symbol; |
| } v; |
| vec2 tint_bitcast_from_f16(f16vec4 src) { |
| uint v_1 = packFloat2x16(src.xy); |
| return uintBitsToFloat(uvec2(v_1, packFloat2x16(src.zw))); |
| } |
| vec2 bitcast_2a6e58() { |
| f16vec4 arg_0 = f16vec4(1.0hf); |
| vec2 res = tint_bitcast_from_f16(arg_0); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.tint_symbol = bitcast_2a6e58(); |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| vec2 prevent_dce; |
| }; |
| |
| layout(location = 0) flat out vec2 vertex_main_loc0_Output; |
| vec2 tint_bitcast_from_f16(f16vec4 src) { |
| uint v = packFloat2x16(src.xy); |
| return uintBitsToFloat(uvec2(v, packFloat2x16(src.zw))); |
| } |
| vec2 bitcast_2a6e58() { |
| f16vec4 arg_0 = f16vec4(1.0hf); |
| vec2 res = tint_bitcast_from_f16(arg_0); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec2(0.0f)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = bitcast_2a6e58(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_1 = vertex_main_inner(); |
| gl_Position = v_1.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_1.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |