| #version 310 es |
| |
| float tint_acosh(float x) { |
| return ((x < 1.0f) ? 0.0f : acosh(x)); |
| } |
| |
| void acosh_ecf2d1() { |
| float arg_0 = 2.0f; |
| float res = tint_acosh(arg_0); |
| } |
| |
| vec4 vertex_main() { |
| acosh_ecf2d1(); |
| return vec4(0.0f); |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| 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); |
| return; |
| } |
| #version 310 es |
| precision mediump float; |
| |
| float tint_acosh(float x) { |
| return ((x < 1.0f) ? 0.0f : acosh(x)); |
| } |
| |
| void acosh_ecf2d1() { |
| float arg_0 = 2.0f; |
| float res = tint_acosh(arg_0); |
| } |
| |
| void fragment_main() { |
| acosh_ecf2d1(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| |
| float tint_acosh(float x) { |
| return ((x < 1.0f) ? 0.0f : acosh(x)); |
| } |
| |
| void acosh_ecf2d1() { |
| float arg_0 = 2.0f; |
| float res = tint_acosh(arg_0); |
| } |
| |
| void compute_main() { |
| acosh_ecf2d1(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |