| #version 460 |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| ivec4 inner; |
| } prevent_dce; |
| |
| uniform highp isamplerCubeArray arg_1_arg_2; |
| |
| ivec4 textureGather_04fa78() { |
| vec3 arg_3 = vec3(1.0f); |
| uint arg_4 = 1u; |
| ivec4 res = textureGather(arg_1_arg_2, vec4(arg_3, float(arg_4)), int(1u)); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| ivec4 prevent_dce; |
| }; |
| |
| void fragment_main() { |
| prevent_dce.inner = textureGather_04fa78(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 460 |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| ivec4 inner; |
| } prevent_dce; |
| |
| uniform highp isamplerCubeArray arg_1_arg_2; |
| |
| ivec4 textureGather_04fa78() { |
| vec3 arg_3 = vec3(1.0f); |
| uint arg_4 = 1u; |
| ivec4 res = textureGather(arg_1_arg_2, vec4(arg_3, float(arg_4)), int(1u)); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| ivec4 prevent_dce; |
| }; |
| |
| void compute_main() { |
| prevent_dce.inner = textureGather_04fa78(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |
| #version 460 |
| |
| layout(location = 0) flat out ivec4 prevent_dce_1; |
| uniform highp isamplerCubeArray arg_1_arg_2; |
| |
| ivec4 textureGather_04fa78() { |
| vec3 arg_3 = vec3(1.0f); |
| uint arg_4 = 1u; |
| ivec4 res = textureGather(arg_1_arg_2, vec4(arg_3, float(arg_4)), int(1u)); |
| return res; |
| } |
| |
| struct VertexOutput { |
| vec4 pos; |
| ivec4 prevent_dce; |
| }; |
| |
| VertexOutput vertex_main() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), ivec4(0, 0, 0, 0)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureGather_04fa78(); |
| 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; |
| } |