blob: 3ba13b3304a5261c3cb996aaf5cb8e1dcf0750f2 [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 {
uvec2 inner;
} v;
layout(binding = 0, std140)
uniform tint_symbol_1_1_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp usampler2D arg_0;
uvec2 textureDimensions_15b577() {
int arg_1 = 1;
uint v_2 = (v_1.inner.tint_builtin_value_0 - 1u);
uvec2 res = uvec2(textureSize(arg_0, int(min(uint(arg_1), v_2))));
return res;
}
void main() {
v.inner = textureDimensions_15b577();
}
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
uvec2 inner;
} v;
layout(binding = 0, std140)
uniform tint_symbol_1_1_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp usampler2D arg_0;
uvec2 textureDimensions_15b577() {
int arg_1 = 1;
uint v_2 = (v_1.inner.tint_builtin_value_0 - 1u);
uvec2 res = uvec2(textureSize(arg_0, int(min(uint(arg_1), v_2))));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureDimensions_15b577();
}
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
struct VertexOutput {
vec4 pos;
uvec2 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 uvec2 vertex_main_loc0_Output;
uvec2 textureDimensions_15b577() {
int arg_1 = 1;
uint v_1 = (v.inner.tint_builtin_value_0 - 1u);
uvec2 res = uvec2(textureSize(arg_0, int(min(uint(arg_1), v_1))));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec2(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = textureDimensions_15b577();
return tint_symbol;
}
void main() {
VertexOutput v_2 = vertex_main_inner();
gl_Position = v_2.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_2.prevent_dce;
gl_PointSize = 1.0f;
}