|  | #version 310 es | 
|  | precision highp float; | 
|  | precision highp int; | 
|  |  | 
|  |  | 
|  | struct TintTextureUniformData { | 
|  | uint tint_builtin_value_0; | 
|  | }; | 
|  |  | 
|  | layout(binding = 0, std430) | 
|  | buffer prevent_dce_block_1_ssbo { | 
|  | uint inner; | 
|  | } v; | 
|  | layout(binding = 0, std140) | 
|  | uniform tint_symbol_1_1_ubo { | 
|  | TintTextureUniformData inner; | 
|  | } v_1; | 
|  | uint textureNumSamples_50f399() { | 
|  | uint res = v_1.inner.tint_builtin_value_0; | 
|  | return res; | 
|  | } | 
|  | void main() { | 
|  | v.inner = textureNumSamples_50f399(); | 
|  | } | 
|  | #version 310 es | 
|  |  | 
|  |  | 
|  | struct TintTextureUniformData { | 
|  | uint tint_builtin_value_0; | 
|  | }; | 
|  |  | 
|  | layout(binding = 0, std430) | 
|  | buffer prevent_dce_block_1_ssbo { | 
|  | uint inner; | 
|  | } v; | 
|  | layout(binding = 0, std140) | 
|  | uniform tint_symbol_1_1_ubo { | 
|  | TintTextureUniformData inner; | 
|  | } v_1; | 
|  | uint textureNumSamples_50f399() { | 
|  | uint res = v_1.inner.tint_builtin_value_0; | 
|  | return res; | 
|  | } | 
|  | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
|  | void main() { | 
|  | v.inner = textureNumSamples_50f399(); | 
|  | } | 
|  | #version 310 es | 
|  |  | 
|  |  | 
|  | struct TintTextureUniformData { | 
|  | uint tint_builtin_value_0; | 
|  | }; | 
|  |  | 
|  | struct VertexOutput { | 
|  | vec4 pos; | 
|  | uint prevent_dce; | 
|  | }; | 
|  |  | 
|  | layout(binding = 0, std140) | 
|  | uniform tint_symbol_1_1_ubo { | 
|  | TintTextureUniformData inner; | 
|  | } v; | 
|  | layout(location = 0) flat out uint vertex_main_loc0_Output; | 
|  | uint textureNumSamples_50f399() { | 
|  | uint res = v.inner.tint_builtin_value_0; | 
|  | return res; | 
|  | } | 
|  | VertexOutput vertex_main_inner() { | 
|  | VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0u); | 
|  | tint_symbol.pos = vec4(0.0f); | 
|  | tint_symbol.prevent_dce = textureNumSamples_50f399(); | 
|  | 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; | 
|  | } |