| // | 
 | // fragment_main | 
 | // | 
 | #version 310 es | 
 | precision highp float; | 
 | precision highp int; | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer f_prevent_dce_block_ssbo { | 
 |   vec4 inner; | 
 | } v; | 
 | layout(binding = 0, r32f) uniform highp readonly image2D arg_0; | 
 | vec4 textureLoad_c7cbed() { | 
 |   int arg_1 = 1; | 
 |   int v_1 = arg_1; | 
 |   uint v_2 = (uvec2(imageSize(arg_0)).x - 1u); | 
 |   vec4 res = imageLoad(arg_0, ivec2(uvec2(min(uint(v_1), v_2), 0u))); | 
 |   return res; | 
 | } | 
 | void main() { | 
 |   v.inner = textureLoad_c7cbed(); | 
 | } | 
 | // | 
 | // compute_main | 
 | // | 
 | #version 310 es | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer prevent_dce_block_1_ssbo { | 
 |   vec4 inner; | 
 | } v; | 
 | layout(binding = 0, r32f) uniform highp readonly image2D arg_0; | 
 | vec4 textureLoad_c7cbed() { | 
 |   int arg_1 = 1; | 
 |   int v_1 = arg_1; | 
 |   uint v_2 = (uvec2(imageSize(arg_0)).x - 1u); | 
 |   vec4 res = imageLoad(arg_0, ivec2(uvec2(min(uint(v_1), v_2), 0u))); | 
 |   return res; | 
 | } | 
 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
 | void main() { | 
 |   v.inner = textureLoad_c7cbed(); | 
 | } | 
 | // | 
 | // vertex_main | 
 | // | 
 | #version 310 es | 
 |  | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   vec4 prevent_dce; | 
 | }; | 
 |  | 
 | layout(binding = 0, r32f) uniform highp readonly image2D arg_0; | 
 | layout(location = 0) flat out vec4 tint_interstage_location0; | 
 | vec4 textureLoad_c7cbed() { | 
 |   int arg_1 = 1; | 
 |   int v = arg_1; | 
 |   uint v_1 = (uvec2(imageSize(arg_0)).x - 1u); | 
 |   vec4 res = imageLoad(arg_0, ivec2(uvec2(min(uint(v), v_1), 0u))); | 
 |   return res; | 
 | } | 
 | VertexOutput vertex_main_inner() { | 
 |   VertexOutput v_2 = VertexOutput(vec4(0.0f), vec4(0.0f)); | 
 |   v_2.pos = vec4(0.0f); | 
 |   v_2.prevent_dce = textureLoad_c7cbed(); | 
 |   return v_2; | 
 | } | 
 | void main() { | 
 |   VertexOutput v_3 = vertex_main_inner(); | 
 |   gl_Position = vec4(v_3.pos.x, -(v_3.pos.y), ((2.0f * v_3.pos.z) - v_3.pos.w), v_3.pos.w); | 
 |   tint_interstage_location0 = v_3.prevent_dce; | 
 |   gl_PointSize = 1.0f; | 
 | } |