| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| uvec4 inner; |
| } v; |
| layout(binding = 0, std140) |
| uniform tint_symbol_1_1_ubo { |
| TintTextureUniformData inner; |
| } v_1; |
| uniform highp usampler2D arg_0; |
| uvec4 textureLoad_216c37() { |
| uint v_2 = (v_1.inner.tint_builtin_value_0 - 1u); |
| uint v_3 = min(uint(1), v_2); |
| ivec2 v_4 = ivec2(uvec2(min(1u, (uvec2(textureSize(arg_0, int(v_3))).x - 1u)), 0u)); |
| uvec4 res = texelFetch(arg_0, v_4, int(v_3)); |
| return res; |
| } |
| void main() { |
| v.inner = textureLoad_216c37(); |
| } |
| #version 310 es |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| uvec4 inner; |
| } v; |
| layout(binding = 0, std140) |
| uniform tint_symbol_1_1_ubo { |
| TintTextureUniformData inner; |
| } v_1; |
| uniform highp usampler2D arg_0; |
| uvec4 textureLoad_216c37() { |
| uint v_2 = (v_1.inner.tint_builtin_value_0 - 1u); |
| uint v_3 = min(uint(1), v_2); |
| ivec2 v_4 = ivec2(uvec2(min(1u, (uvec2(textureSize(arg_0, int(v_3))).x - 1u)), 0u)); |
| uvec4 res = texelFetch(arg_0, v_4, int(v_3)); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = textureLoad_216c37(); |
| } |
| #version 310 es |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| struct VertexOutput { |
| vec4 pos; |
| uvec4 prevent_dce; |
| }; |
| |
| layout(binding = 0, std140) |
| uniform tint_symbol_1_1_ubo { |
| TintTextureUniformData inner; |
| } v; |
| uniform highp usampler2D arg_0; |
| layout(location = 0) flat out uvec4 vertex_main_loc0_Output; |
| uvec4 textureLoad_216c37() { |
| uint v_1 = (v.inner.tint_builtin_value_0 - 1u); |
| uint v_2 = min(uint(1), v_1); |
| ivec2 v_3 = ivec2(uvec2(min(1u, (uvec2(textureSize(arg_0, int(v_2))).x - 1u)), 0u)); |
| uvec4 res = texelFetch(arg_0, v_3, int(v_2)); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureLoad_216c37(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_4 = vertex_main_inner(); |
| gl_Position = v_4.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_4.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |