blob: 9b6afc7adc35032e4337f90e8b8f108cefb2643a [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
uint tint_insert_bits(uint v, uint n, uint offset, uint count) {
uint s = min(offset, 32u);
uint e = min(32u, (s + count));
return bitfieldInsert(v, n, int(s), int((e - s)));
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uint inner;
} prevent_dce;
uint insertBits_e3e3a2() {
uint arg_0 = 1u;
uint arg_1 = 1u;
uint arg_2 = 1u;
uint arg_3 = 1u;
uint res = tint_insert_bits(arg_0, arg_1, arg_2, arg_3);
return res;
}
struct VertexOutput {
vec4 pos;
uint prevent_dce;
};
void fragment_main() {
prevent_dce.inner = insertBits_e3e3a2();
}
void main() {
fragment_main();
return;
}
#version 310 es
uint tint_insert_bits(uint v, uint n, uint offset, uint count) {
uint s = min(offset, 32u);
uint e = min(32u, (s + count));
return bitfieldInsert(v, n, int(s), int((e - s)));
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uint inner;
} prevent_dce;
uint insertBits_e3e3a2() {
uint arg_0 = 1u;
uint arg_1 = 1u;
uint arg_2 = 1u;
uint arg_3 = 1u;
uint res = tint_insert_bits(arg_0, arg_1, arg_2, arg_3);
return res;
}
struct VertexOutput {
vec4 pos;
uint prevent_dce;
};
void compute_main() {
prevent_dce.inner = insertBits_e3e3a2();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
uint tint_insert_bits(uint v, uint n, uint offset, uint count) {
uint s = min(offset, 32u);
uint e = min(32u, (s + count));
return bitfieldInsert(v, n, int(s), int((e - s)));
}
layout(location = 0) flat out uint prevent_dce_1;
uint insertBits_e3e3a2() {
uint arg_0 = 1u;
uint arg_1 = 1u;
uint arg_2 = 1u;
uint arg_3 = 1u;
uint res = tint_insert_bits(arg_0, arg_1, arg_2, arg_3);
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 = insertBits_e3e3a2();
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;
}