blob: 1297122b13d889ed259ae054e49e27ee052cf1c3 [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
f16vec2 tint_acosh(f16vec2 x) {
return mix(acosh(x), f16vec2(0.0hf), lessThan(x, f16vec2(1.0hf)));
}
void acosh_5f49d8() {
f16vec2 res = tint_acosh(f16vec2(0.0hf));
}
vec4 vertex_main() {
acosh_5f49d8();
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
#extension GL_AMD_gpu_shader_half_float : require
precision mediump float;
f16vec2 tint_acosh(f16vec2 x) {
return mix(acosh(x), f16vec2(0.0hf), lessThan(x, f16vec2(1.0hf)));
}
void acosh_5f49d8() {
f16vec2 res = tint_acosh(f16vec2(0.0hf));
}
void fragment_main() {
acosh_5f49d8();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
f16vec2 tint_acosh(f16vec2 x) {
return mix(acosh(x), f16vec2(0.0hf), lessThan(x, f16vec2(1.0hf)));
}
void acosh_5f49d8() {
f16vec2 res = tint_acosh(f16vec2(0.0hf));
}
void compute_main() {
acosh_5f49d8();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}