| #extension GL_AMD_gpu_shader_half_float : require |
| f16vec4 tint_saturate(f16vec4 v) { |
| return clamp(v, f16vec4(0.0hf), f16vec4(1.0hf)); |
| f16vec4 arg_0 = f16vec4(0.0hf); |
| f16vec4 res = tint_saturate(arg_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); |
| #extension GL_AMD_gpu_shader_half_float : require |
| f16vec4 tint_saturate(f16vec4 v) { |
| return clamp(v, f16vec4(0.0hf), f16vec4(1.0hf)); |
| f16vec4 arg_0 = f16vec4(0.0hf); |
| f16vec4 res = tint_saturate(arg_0); |
| #extension GL_AMD_gpu_shader_half_float : require |
| f16vec4 tint_saturate(f16vec4 v) { |
| return clamp(v, f16vec4(0.0hf), f16vec4(1.0hf)); |
| f16vec4 arg_0 = f16vec4(0.0hf); |
| f16vec4 res = tint_saturate(arg_0); |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |