blob: d73ed915d28120b29f86b07fae2528a83979922b [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
f16vec3 tint_symbol;
} v;
f16vec3 cosh_b1b8a0() {
f16vec3 res = f16vec3(1.0hf);
return res;
}
void main() {
v.tint_symbol = cosh_b1b8a0();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
f16vec3 tint_symbol;
} v;
f16vec3 cosh_b1b8a0() {
f16vec3 res = f16vec3(1.0hf);
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = cosh_b1b8a0();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct VertexOutput {
vec4 pos;
f16vec3 prevent_dce;
};
layout(location = 0) flat out f16vec3 vertex_main_loc0_Output;
f16vec3 cosh_b1b8a0() {
f16vec3 res = f16vec3(1.0hf);
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), f16vec3(0.0hf));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = cosh_b1b8a0();
return tint_symbol;
}
void main() {
VertexOutput v = vertex_main_inner();
gl_Position = v.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v.prevent_dce;
gl_PointSize = 1.0f;
}