blob: e2eaa75a6357191d2ef0f6badf23740ccd0be22d [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, r8) uniform highp image2DArray arg_0;
vec4 textureLoad_72c9c3() {
ivec2 arg_1 = ivec2(1);
uint arg_2 = 1u;
ivec2 v_1 = arg_1;
uint v_2 = arg_2;
uint v_3 = min(v_2, (uint(imageSize(arg_0).z) - 1u));
uvec2 v_4 = (uvec2(imageSize(arg_0).xy) - uvec2(1u));
ivec2 v_5 = ivec2(min(uvec2(v_1), v_4));
vec4 res = imageLoad(arg_0, ivec3(v_5, int(v_3)));
return res;
}
void main() {
v.inner = textureLoad_72c9c3();
}
#version 460
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
vec4 inner;
} v;
layout(binding = 0, r8) uniform highp image2DArray arg_0;
vec4 textureLoad_72c9c3() {
ivec2 arg_1 = ivec2(1);
uint arg_2 = 1u;
ivec2 v_1 = arg_1;
uint v_2 = arg_2;
uint v_3 = min(v_2, (uint(imageSize(arg_0).z) - 1u));
uvec2 v_4 = (uvec2(imageSize(arg_0).xy) - uvec2(1u));
ivec2 v_5 = ivec2(min(uvec2(v_1), v_4));
vec4 res = imageLoad(arg_0, ivec3(v_5, int(v_3)));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureLoad_72c9c3();
}