blob: 1d42033422c816c771b659518f0fa77ab54bfd18 [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
vec3 tint_select(vec3 param_0, vec3 param_1, bvec3 param_2) {
return vec3(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1], param_2[2] ? param_1[2] : param_0[2]);
}
vec3 tint_acosh(vec3 x) {
return tint_select(acosh(x), vec3(0.0f), lessThan(x, vec3(1.0f)));
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec3 inner;
} prevent_dce;
vec3 acosh_e38f5c() {
vec3 arg_0 = vec3(1.54308068752288818359f);
vec3 res = tint_acosh(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
vec3 prevent_dce;
};
void fragment_main() {
prevent_dce.inner = acosh_e38f5c();
}
void main() {
fragment_main();
return;
}
#version 310 es
vec3 tint_select(vec3 param_0, vec3 param_1, bvec3 param_2) {
return vec3(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1], param_2[2] ? param_1[2] : param_0[2]);
}
vec3 tint_acosh(vec3 x) {
return tint_select(acosh(x), vec3(0.0f), lessThan(x, vec3(1.0f)));
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec3 inner;
} prevent_dce;
vec3 acosh_e38f5c() {
vec3 arg_0 = vec3(1.54308068752288818359f);
vec3 res = tint_acosh(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
vec3 prevent_dce;
};
void compute_main() {
prevent_dce.inner = acosh_e38f5c();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
vec3 tint_select(vec3 param_0, vec3 param_1, bvec3 param_2) {
return vec3(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1], param_2[2] ? param_1[2] : param_0[2]);
}
vec3 tint_acosh(vec3 x) {
return tint_select(acosh(x), vec3(0.0f), lessThan(x, vec3(1.0f)));
}
layout(location = 0) flat out vec3 prevent_dce_1;
vec3 acosh_e38f5c() {
vec3 arg_0 = vec3(1.54308068752288818359f);
vec3 res = tint_acosh(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
vec3 prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 0.0f));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = acosh_e38f5c();
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;
}