| #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]; |
| } |
| |
| void dot_ef6b1d() { |
| int res = tint_int_dot(ivec4(0), ivec4(0)); |
| } |
| |
| vec4 vertex_main() { |
| dot_ef6b1d(); |
| 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 |
| precision mediump float; |
| |
| 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]; |
| } |
| |
| void dot_ef6b1d() { |
| int res = tint_int_dot(ivec4(0), ivec4(0)); |
| } |
| |
| void fragment_main() { |
| dot_ef6b1d(); |
| } |
| |
| 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]; |
| } |
| |
| void dot_ef6b1d() { |
| int res = tint_int_dot(ivec4(0), ivec4(0)); |
| } |
| |
| void compute_main() { |
| dot_ef6b1d(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |