| #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 { |
| ivec4 inner; |
| } v; |
| layout(binding = 0, std140) |
| uniform tint_symbol_1_1_ubo { |
| TintTextureUniformData inner; |
| } v_1; |
| uniform highp isampler3D arg_0; |
| ivec4 textureLoad_e35f72() { |
| uint v_2 = min(1u, (v_1.inner.tint_builtin_value_0 - 1u)); |
| uvec3 v_3 = (uvec3(textureSize(arg_0, int(v_2))) - uvec3(1u)); |
| ivec3 v_4 = ivec3(min(uvec3(ivec3(1)), v_3)); |
| ivec4 res = texelFetch(arg_0, v_4, int(v_2)); |
| return res; |
| } |
| void main() { |
| v.inner = textureLoad_e35f72(); |
| } |
| #version 310 es |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| ivec4 inner; |
| } v; |
| layout(binding = 0, std140) |
| uniform tint_symbol_1_1_ubo { |
| TintTextureUniformData inner; |
| } v_1; |
| uniform highp isampler3D arg_0; |
| ivec4 textureLoad_e35f72() { |
| uint v_2 = min(1u, (v_1.inner.tint_builtin_value_0 - 1u)); |
| uvec3 v_3 = (uvec3(textureSize(arg_0, int(v_2))) - uvec3(1u)); |
| ivec3 v_4 = ivec3(min(uvec3(ivec3(1)), v_3)); |
| ivec4 res = texelFetch(arg_0, v_4, int(v_2)); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = textureLoad_e35f72(); |
| } |
| #version 310 es |
| |
| |
| struct TintTextureUniformData { |
| uint tint_builtin_value_0; |
| }; |
| |
| struct VertexOutput { |
| vec4 pos; |
| ivec4 prevent_dce; |
| }; |
| |
| layout(binding = 0, std140) |
| uniform tint_symbol_1_1_ubo { |
| TintTextureUniformData inner; |
| } v; |
| uniform highp isampler3D arg_0; |
| layout(location = 0) flat out ivec4 vertex_main_loc0_Output; |
| ivec4 textureLoad_e35f72() { |
| uint v_1 = min(1u, (v.inner.tint_builtin_value_0 - 1u)); |
| uvec3 v_2 = (uvec3(textureSize(arg_0, int(v_1))) - uvec3(1u)); |
| ivec3 v_3 = ivec3(min(uvec3(ivec3(1)), v_2)); |
| ivec4 res = texelFetch(arg_0, v_3, 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_e35f72(); |
| 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; |
| } |