blob: a0f0170e9ecb58d820dad478964d1ee481263adf [file] [log] [blame]
#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;
}