blob: e2fb8409b5e699da0a9874e2f4bb1ba27c2fb2ca [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
vec2 tint_select(vec2 param_0, vec2 param_1, bvec2 param_2) {
return vec2(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1]);
}
vec2 tint_atanh(vec2 x) {
return tint_select(atanh(x), vec2(0.0f), greaterThanEqual(x, vec2(1.0f)));
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec2 inner;
} prevent_dce;
vec2 atanh_c0e634() {
vec2 arg_0 = vec2(0.5f);
vec2 res = tint_atanh(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
vec2 prevent_dce;
};
void fragment_main() {
prevent_dce.inner = atanh_c0e634();
}
void main() {
fragment_main();
return;
}
#version 310 es
vec2 tint_select(vec2 param_0, vec2 param_1, bvec2 param_2) {
return vec2(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1]);
}
vec2 tint_atanh(vec2 x) {
return tint_select(atanh(x), vec2(0.0f), greaterThanEqual(x, vec2(1.0f)));
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec2 inner;
} prevent_dce;
vec2 atanh_c0e634() {
vec2 arg_0 = vec2(0.5f);
vec2 res = tint_atanh(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
vec2 prevent_dce;
};
void compute_main() {
prevent_dce.inner = atanh_c0e634();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
vec2 tint_select(vec2 param_0, vec2 param_1, bvec2 param_2) {
return vec2(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1]);
}
vec2 tint_atanh(vec2 x) {
return tint_select(atanh(x), vec2(0.0f), greaterThanEqual(x, vec2(1.0f)));
}
layout(location = 0) flat out vec2 prevent_dce_1;
vec2 atanh_c0e634() {
vec2 arg_0 = vec2(0.5f);
vec2 res = tint_atanh(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
vec2 prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec2(0.0f, 0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = atanh_c0e634();
return tint_symbol;
}
void main() {
gl_PointSize = 1.0;
VertexOutput inner_result = vertex_main();
gl_Position = inner_result.pos;
prevent_dce_1 = inner_result.prevent_dce;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}