blob: 453c495643c97f51fe316a89592c43ca35689952 [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
vec4 tint_symbol;
} v;
uniform highp sampler3D arg_0;
vec4 textureLoad_bcbb3c() {
uvec3 arg_1 = uvec3(1u);
int arg_2 = 1;
int v_1 = arg_2;
ivec3 v_2 = ivec3(arg_1);
vec4 res = texelFetch(arg_0, v_2, int(v_1));
return res;
}
void main() {
v.tint_symbol = textureLoad_bcbb3c();
}
#version 310 es
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
vec4 tint_symbol;
} v;
uniform highp sampler3D arg_0;
vec4 textureLoad_bcbb3c() {
uvec3 arg_1 = uvec3(1u);
int arg_2 = 1;
int v_1 = arg_2;
ivec3 v_2 = ivec3(arg_1);
vec4 res = texelFetch(arg_0, v_2, int(v_1));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = textureLoad_bcbb3c();
}
#version 310 es
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
uniform highp sampler3D arg_0;
layout(location = 0) flat out vec4 vertex_main_loc0_Output;
vec4 textureLoad_bcbb3c() {
uvec3 arg_1 = uvec3(1u);
int arg_2 = 1;
int v = arg_2;
ivec3 v_1 = ivec3(arg_1);
vec4 res = texelFetch(arg_0, v_1, int(v));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec4(0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureLoad_bcbb3c();
return tint_symbol;
}
void main() {
VertexOutput v_2 = vertex_main_inner();
gl_Position = v_2.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_2.prevent_dce;
gl_PointSize = 1.0f;
}