blob: e17cbae5ec0cf69014e44b117a701292638e7d8f [file] [log] [blame]
#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;
}