blob: 29a63d38819049325a3fba63b83bf8f4df519ea8 [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
precision highp float;
precision highp int;
struct modf_result_f16 {
float16_t fract;
float16_t whole;
};
void modf_8dbbbf() {
modf_result_f16 res = modf_result_f16(-0.5hf, -1.0hf);
}
struct VertexOutput {
vec4 pos;
};
void fragment_main() {
modf_8dbbbf();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
struct modf_result_f16 {
float16_t fract;
float16_t whole;
};
void modf_8dbbbf() {
modf_result_f16 res = modf_result_f16(-0.5hf, -1.0hf);
}
struct VertexOutput {
vec4 pos;
};
void compute_main() {
modf_8dbbbf();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
struct modf_result_f16 {
float16_t fract;
float16_t whole;
};
void modf_8dbbbf() {
modf_result_f16 res = modf_result_f16(-0.5hf, -1.0hf);
}
struct VertexOutput {
vec4 pos;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol.pos = vec4(0.0f);
modf_8dbbbf();
return tint_symbol;
}
void main() {
gl_PointSize = 1.0;
VertexOutput inner_result = vertex_main();
gl_Position = inner_result.pos;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}