| #version 460 |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| vec4 inner; |
| } v; |
| layout(binding = 0, rg32f) uniform highp readonly image2DArray arg_0; |
| vec4 textureLoad_20fa2f() { |
| ivec2 arg_1 = ivec2(1); |
| int arg_2 = 1; |
| ivec2 v_1 = arg_1; |
| int v_2 = arg_2; |
| uint v_3 = (uint(imageSize(arg_0).z) - 1u); |
| uint v_4 = min(uint(v_2), v_3); |
| uvec2 v_5 = (uvec2(imageSize(arg_0).xy) - uvec2(1u)); |
| ivec2 v_6 = ivec2(min(uvec2(v_1), v_5)); |
| vec4 res = imageLoad(arg_0, ivec3(v_6, int(v_4))); |
| return res; |
| } |
| void main() { |
| v.inner = textureLoad_20fa2f(); |
| } |
| #version 460 |
| |
| layout(binding = 0, std430) |
| buffer prevent_dce_block_1_ssbo { |
| vec4 inner; |
| } v; |
| layout(binding = 0, rg32f) uniform highp readonly image2DArray arg_0; |
| vec4 textureLoad_20fa2f() { |
| ivec2 arg_1 = ivec2(1); |
| int arg_2 = 1; |
| ivec2 v_1 = arg_1; |
| int v_2 = arg_2; |
| uint v_3 = (uint(imageSize(arg_0).z) - 1u); |
| uint v_4 = min(uint(v_2), v_3); |
| uvec2 v_5 = (uvec2(imageSize(arg_0).xy) - uvec2(1u)); |
| ivec2 v_6 = ivec2(min(uvec2(v_1), v_5)); |
| vec4 res = imageLoad(arg_0, ivec3(v_6, int(v_4))); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.inner = textureLoad_20fa2f(); |
| } |
| #version 460 |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| vec4 prevent_dce; |
| }; |
| |
| layout(binding = 0, rg32f) uniform highp readonly image2DArray arg_0; |
| layout(location = 0) flat out vec4 vertex_main_loc0_Output; |
| vec4 textureLoad_20fa2f() { |
| ivec2 arg_1 = ivec2(1); |
| int arg_2 = 1; |
| ivec2 v = arg_1; |
| int v_1 = arg_2; |
| uint v_2 = (uint(imageSize(arg_0).z) - 1u); |
| uint v_3 = min(uint(v_1), v_2); |
| uvec2 v_4 = (uvec2(imageSize(arg_0).xy) - uvec2(1u)); |
| ivec2 v_5 = ivec2(min(uvec2(v), v_4)); |
| vec4 res = imageLoad(arg_0, ivec3(v_5, int(v_3))); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec4(0.0f)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureLoad_20fa2f(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_6 = vertex_main_inner(); |
| gl_Position = v_6.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_6.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |