blob: 240684bccfa726c19f09b62ae5d3bd5a0d5a118e [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 {
vec4 inner;
} v;
layout(binding = 0, std140)
uniform tint_symbol_1_1_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp sampler2DArray arg_0;
vec4 textureLoad_3c96e8() {
ivec2 arg_1 = ivec2(1);
uint arg_2 = 1u;
uint arg_3 = 1u;
ivec2 v_2 = arg_1;
uint v_3 = arg_2;
uint v_4 = arg_3;
uint v_5 = min(v_3, (uint(textureSize(arg_0, 0).z) - 1u));
uint v_6 = min(v_4, (v_1.inner.tint_builtin_value_0 - 1u));
uvec2 v_7 = (uvec2(textureSize(arg_0, int(v_6)).xy) - uvec2(1u));
ivec2 v_8 = ivec2(min(uvec2(v_2), v_7));
ivec3 v_9 = ivec3(v_8, int(v_5));
vec4 res = texelFetch(arg_0, v_9, int(v_6));
return res;
}
void main() {
v.inner = textureLoad_3c96e8();
}
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
vec4 inner;
} v;
layout(binding = 0, std140)
uniform tint_symbol_1_1_ubo {
TintTextureUniformData inner;
} v_1;
uniform highp sampler2DArray arg_0;
vec4 textureLoad_3c96e8() {
ivec2 arg_1 = ivec2(1);
uint arg_2 = 1u;
uint arg_3 = 1u;
ivec2 v_2 = arg_1;
uint v_3 = arg_2;
uint v_4 = arg_3;
uint v_5 = min(v_3, (uint(textureSize(arg_0, 0).z) - 1u));
uint v_6 = min(v_4, (v_1.inner.tint_builtin_value_0 - 1u));
uvec2 v_7 = (uvec2(textureSize(arg_0, int(v_6)).xy) - uvec2(1u));
ivec2 v_8 = ivec2(min(uvec2(v_2), v_7));
ivec3 v_9 = ivec3(v_8, int(v_5));
vec4 res = texelFetch(arg_0, v_9, int(v_6));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureLoad_3c96e8();
}
#version 310 es
struct TintTextureUniformData {
uint tint_builtin_value_0;
};
struct VertexOutput {
vec4 pos;
vec4 prevent_dce;
};
layout(binding = 0, std140)
uniform tint_symbol_1_1_ubo {
TintTextureUniformData inner;
} v;
uniform highp sampler2DArray arg_0;
layout(location = 0) flat out vec4 vertex_main_loc0_Output;
vec4 textureLoad_3c96e8() {
ivec2 arg_1 = ivec2(1);
uint arg_2 = 1u;
uint arg_3 = 1u;
ivec2 v_1 = arg_1;
uint v_2 = arg_2;
uint v_3 = arg_3;
uint v_4 = min(v_2, (uint(textureSize(arg_0, 0).z) - 1u));
uint v_5 = min(v_3, (v.inner.tint_builtin_value_0 - 1u));
uvec2 v_6 = (uvec2(textureSize(arg_0, int(v_5)).xy) - uvec2(1u));
ivec2 v_7 = ivec2(min(uvec2(v_1), v_6));
ivec3 v_8 = ivec3(v_7, int(v_4));
vec4 res = texelFetch(arg_0, v_8, int(v_5));
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_3c96e8();
return tint_symbol;
}
void main() {
VertexOutput v_9 = vertex_main_inner();
gl_Position = v_9.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_9.prevent_dce;
gl_PointSize = 1.0f;
}