blob: 898b7c33a54dc0718e8988c8b6c91c098cf59ced [file]
//
// fragment_main
//
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer f_prevent_dce_block_ssbo {
uvec4 inner;
} v;
uvec4 firstTrailingBit_110f2c() {
uvec4 arg_0 = uvec4(1u);
uvec4 v_1 = arg_0;
uvec4 v_2 = mix(uvec4(0u), uvec4(16u), equal((v_1 & uvec4(65535u)), uvec4(0u)));
uvec4 v_3 = (v_1 >> v_2);
uvec4 v_4 = mix(uvec4(0u), uvec4(8u), equal((v_3 & uvec4(255u)), uvec4(0u)));
uvec4 v_5 = (v_3 >> v_4);
uvec4 v_6 = mix(uvec4(0u), uvec4(4u), equal((v_5 & uvec4(15u)), uvec4(0u)));
uvec4 v_7 = (v_5 >> v_6);
uvec4 v_8 = mix(uvec4(0u), uvec4(2u), equal((v_7 & uvec4(3u)), uvec4(0u)));
uvec4 v_9 = (v_7 >> v_8);
uvec4 res = mix((v_2 | (v_4 | (v_6 | (v_8 | mix(uvec4(0u), uvec4(1u), equal((v_9 & uvec4(1u)), uvec4(0u))))))), uvec4(4294967295u), equal(v_9, uvec4(0u)));
return res;
}
void main() {
v.inner = firstTrailingBit_110f2c();
}
//
// compute_main
//
#version 310 es
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
uvec4 inner;
} v;
uvec4 firstTrailingBit_110f2c() {
uvec4 arg_0 = uvec4(1u);
uvec4 v_1 = arg_0;
uvec4 v_2 = mix(uvec4(0u), uvec4(16u), equal((v_1 & uvec4(65535u)), uvec4(0u)));
uvec4 v_3 = (v_1 >> v_2);
uvec4 v_4 = mix(uvec4(0u), uvec4(8u), equal((v_3 & uvec4(255u)), uvec4(0u)));
uvec4 v_5 = (v_3 >> v_4);
uvec4 v_6 = mix(uvec4(0u), uvec4(4u), equal((v_5 & uvec4(15u)), uvec4(0u)));
uvec4 v_7 = (v_5 >> v_6);
uvec4 v_8 = mix(uvec4(0u), uvec4(2u), equal((v_7 & uvec4(3u)), uvec4(0u)));
uvec4 v_9 = (v_7 >> v_8);
uvec4 res = mix((v_2 | (v_4 | (v_6 | (v_8 | mix(uvec4(0u), uvec4(1u), equal((v_9 & uvec4(1u)), uvec4(0u))))))), uvec4(4294967295u), equal(v_9, uvec4(0u)));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = firstTrailingBit_110f2c();
}
//
// vertex_main
//
#version 310 es
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
layout(location = 0) flat out uvec4 tint_interstage_location0;
uvec4 firstTrailingBit_110f2c() {
uvec4 arg_0 = uvec4(1u);
uvec4 v = arg_0;
uvec4 v_1 = mix(uvec4(0u), uvec4(16u), equal((v & uvec4(65535u)), uvec4(0u)));
uvec4 v_2 = (v >> v_1);
uvec4 v_3 = mix(uvec4(0u), uvec4(8u), equal((v_2 & uvec4(255u)), uvec4(0u)));
uvec4 v_4 = (v_2 >> v_3);
uvec4 v_5 = mix(uvec4(0u), uvec4(4u), equal((v_4 & uvec4(15u)), uvec4(0u)));
uvec4 v_6 = (v_4 >> v_5);
uvec4 v_7 = mix(uvec4(0u), uvec4(2u), equal((v_6 & uvec4(3u)), uvec4(0u)));
uvec4 v_8 = (v_6 >> v_7);
uvec4 res = mix((v_1 | (v_3 | (v_5 | (v_7 | mix(uvec4(0u), uvec4(1u), equal((v_8 & uvec4(1u)), uvec4(0u))))))), uvec4(4294967295u), equal(v_8, uvec4(0u)));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput v_9 = VertexOutput(vec4(0.0f), uvec4(0u));
v_9.pos = vec4(0.0f);
v_9.prevent_dce = firstTrailingBit_110f2c();
return v_9;
}
void main() {
VertexOutput v_10 = vertex_main_inner();
gl_Position = vec4(v_10.pos.x, -(v_10.pos.y), ((2.0f * v_10.pos.z) - v_10.pos.w), v_10.pos.w);
tint_interstage_location0 = v_10.prevent_dce;
gl_PointSize = 1.0f;
}