blob: 50d5ee7d3ef167150e94d2dbaeffa25ef8b56523 [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
int tint_int_dot(ivec4 a, ivec4 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3];
}
int tint_dot4_i8_packed(uint a, uint b) {
ivec4 a_i8 = (ivec4((uvec4(a) << uvec4(24u, 16u, 8u, 0u))) >> uvec4(24u));
ivec4 b_i8 = (ivec4((uvec4(b) << uvec4(24u, 16u, 8u, 0u))) >> uvec4(24u));
return tint_int_dot(a_i8, b_i8);
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
int inner;
} prevent_dce;
int dot4I8Packed_881e62() {
uint arg_0 = 1u;
uint arg_1 = 1u;
int res = tint_dot4_i8_packed(arg_0, arg_1);
return res;
}
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
void fragment_main() {
prevent_dce.inner = dot4I8Packed_881e62();
}
void main() {
fragment_main();
return;
}
#version 310 es
int tint_int_dot(ivec4 a, ivec4 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3];
}
int tint_dot4_i8_packed(uint a, uint b) {
ivec4 a_i8 = (ivec4((uvec4(a) << uvec4(24u, 16u, 8u, 0u))) >> uvec4(24u));
ivec4 b_i8 = (ivec4((uvec4(b) << uvec4(24u, 16u, 8u, 0u))) >> uvec4(24u));
return tint_int_dot(a_i8, b_i8);
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
int inner;
} prevent_dce;
int dot4I8Packed_881e62() {
uint arg_0 = 1u;
uint arg_1 = 1u;
int res = tint_dot4_i8_packed(arg_0, arg_1);
return res;
}
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
void compute_main() {
prevent_dce.inner = dot4I8Packed_881e62();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
int tint_int_dot(ivec4 a, ivec4 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3];
}
int tint_dot4_i8_packed(uint a, uint b) {
ivec4 a_i8 = (ivec4((uvec4(a) << uvec4(24u, 16u, 8u, 0u))) >> uvec4(24u));
ivec4 b_i8 = (ivec4((uvec4(b) << uvec4(24u, 16u, 8u, 0u))) >> uvec4(24u));
return tint_int_dot(a_i8, b_i8);
}
layout(location = 0) flat out int prevent_dce_1;
int dot4I8Packed_881e62() {
uint arg_0 = 1u;
uint arg_1 = 1u;
int res = tint_dot4_i8_packed(arg_0, arg_1);
return res;
}
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), 0);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = dot4I8Packed_881e62();
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;
}