| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| float16_t inner; |
| } prevent_dce; |
| |
| void trunc_cc2b0d() { |
| float16_t res = 1.0hf; |
| prevent_dce.inner = res; |
| } |
| |
| vec4 vertex_main() { |
| trunc_cc2b0d(); |
| return vec4(0.0f); |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| 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); |
| return; |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| precision highp float; |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| float16_t inner; |
| } prevent_dce; |
| |
| void trunc_cc2b0d() { |
| float16_t res = 1.0hf; |
| prevent_dce.inner = res; |
| } |
| |
| void fragment_main() { |
| trunc_cc2b0d(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| float16_t inner; |
| } prevent_dce; |
| |
| void trunc_cc2b0d() { |
| float16_t res = 1.0hf; |
| prevent_dce.inner = res; |
| } |
| |
| void compute_main() { |
| trunc_cc2b0d(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |