| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| ivec4 inner; |
| } v; |
| layout(binding = 0, rgba32i) uniform highp readonly iimage2DArray arg_0; |
| ivec4 textureLoad_1471b8() { |
| uint v_1 = (uint(imageSize(arg_0).z) - 1u); |
| uint v_2 = min(uint(1), v_1); |
| ivec2 v_3 = ivec2(min(uvec2(1u), (uvec2(imageSize(arg_0).xy) - uvec2(1u)))); |
| ivec4 res = imageLoad(arg_0, ivec3(v_3, int(v_2))); |
| return res; |
| } |
| void main() { |
| v.inner = textureLoad_1471b8(); |
| } |
| #version 310 es |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| ivec4 inner; |
| } v; |
| layout(binding = 0, rgba32i) uniform highp readonly iimage2DArray arg_0; |
| ivec4 textureLoad_1471b8() { |
| uint v_1 = (uint(imageSize(arg_0).z) - 1u); |
| uint v_2 = min(uint(1), v_1); |
| ivec2 v_3 = ivec2(min(uvec2(1u), (uvec2(imageSize(arg_0).xy) - uvec2(1u)))); |
| ivec4 res = imageLoad(arg_0, ivec3(v_3, int(v_2))); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = textureLoad_1471b8(); |
| } |
| #version 310 es |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| ivec4 prevent_dce; |
| }; |
| |
| layout(binding = 0, rgba32i) uniform highp readonly iimage2DArray arg_0; |
| layout(location = 0) flat out ivec4 vertex_main_loc0_Output; |
| ivec4 textureLoad_1471b8() { |
| uint v = (uint(imageSize(arg_0).z) - 1u); |
| uint v_1 = min(uint(1), v); |
| ivec2 v_2 = ivec2(min(uvec2(1u), (uvec2(imageSize(arg_0).xy) - uvec2(1u)))); |
| ivec4 res = imageLoad(arg_0, ivec3(v_2, int(v_1))); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec4(0)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureLoad_1471b8(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_3 = vertex_main_inner(); |
| gl_Position = v_3.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_3.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |