blob: adbbc4f2bd610b1696b2c04b01b092c917697550 [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
struct tint_symbol_1 {
uint texture_builtin_value_0;
uint pad;
uint pad_1;
uint pad_2;
};
layout(binding = 0, std140) uniform tint_symbol_2_block_ubo {
tint_symbol_1 inner;
} tint_symbol_2;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uint inner;
} prevent_dce;
uint textureNumLevels_ef7944() {
uint res = tint_symbol_2.inner.texture_builtin_value_0;
return res;
}
struct VertexOutput {
vec4 pos;
uint prevent_dce;
};
void fragment_main() {
prevent_dce.inner = textureNumLevels_ef7944();
}
void main() {
fragment_main();
return;
}
#version 310 es
struct tint_symbol_1 {
uint texture_builtin_value_0;
uint pad;
uint pad_1;
uint pad_2;
};
layout(binding = 0, std140) uniform tint_symbol_2_block_ubo {
tint_symbol_1 inner;
} tint_symbol_2;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uint inner;
} prevent_dce;
uint textureNumLevels_ef7944() {
uint res = tint_symbol_2.inner.texture_builtin_value_0;
return res;
}
struct VertexOutput {
vec4 pos;
uint prevent_dce;
};
void compute_main() {
prevent_dce.inner = textureNumLevels_ef7944();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
layout(location = 0) flat out uint prevent_dce_1;
struct tint_symbol_1 {
uint texture_builtin_value_0;
uint pad;
uint pad_1;
uint pad_2;
};
layout(binding = 0, std140) uniform tint_symbol_2_block_ubo {
tint_symbol_1 inner;
} tint_symbol_2;
uint textureNumLevels_ef7944() {
uint res = tint_symbol_2.inner.texture_builtin_value_0;
return res;
}
struct VertexOutput {
vec4 pos;
uint prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), 0u);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureNumLevels_ef7944();
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;
}