| layout(rgba32i) uniform highp readonly iimage2DArray arg_0; |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| void textureLoad_1471b8() { |
| ivec4 res = imageLoad(arg_0, ivec3(uvec3(arg_1, uint(arg_2)))); |
| vec4 inner_result = vertex_main(); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| layout(rgba32i) uniform highp readonly iimage2DArray arg_0; |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| void textureLoad_1471b8() { |
| ivec4 res = imageLoad(arg_0, ivec3(uvec3(arg_1, uint(arg_2)))); |
| layout(rgba32i) uniform highp readonly iimage2DArray arg_0; |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| void textureLoad_1471b8() { |
| ivec4 res = imageLoad(arg_0, ivec3(uvec3(arg_1, uint(arg_2)))); |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |