blob: 586ffad228cb8d4506fc418359b868a0bfd9fc4b [file] [log] [blame]
#version 460
#extension GL_EXT_texture_shadow_lod: require
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
float inner;
} v;
uniform highp sampler2DArrayShadow arg_0_arg_1;
float textureSampleLevel_36f0d3() {
vec4 v_1 = vec4(vec2(1.0f), float(1), 0.0f);
float res = textureLodOffset(arg_0_arg_1, v_1, float(1u), ivec2(1));
return res;
}
void main() {
v.inner = textureSampleLevel_36f0d3();
}
#version 460
#extension GL_EXT_texture_shadow_lod: require
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
float inner;
} v;
uniform highp sampler2DArrayShadow arg_0_arg_1;
float textureSampleLevel_36f0d3() {
vec4 v_1 = vec4(vec2(1.0f), float(1), 0.0f);
float res = textureLodOffset(arg_0_arg_1, v_1, float(1u), ivec2(1));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureSampleLevel_36f0d3();
}
#version 460
#extension GL_EXT_texture_shadow_lod: require
struct VertexOutput {
vec4 pos;
float prevent_dce;
};
uniform highp sampler2DArrayShadow arg_0_arg_1;
layout(location = 0) flat out float vertex_main_loc0_Output;
float textureSampleLevel_36f0d3() {
vec4 v = vec4(vec2(1.0f), float(1), 0.0f);
float res = textureLodOffset(arg_0_arg_1, v, float(1u), ivec2(1));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0.0f);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureSampleLevel_36f0d3();
return tint_symbol;
}
void main() {
VertexOutput v_1 = vertex_main_inner();
gl_Position = v_1.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_1.prevent_dce;
gl_PointSize = 1.0f;
}