blob: 1ea0e80f5a22e28503c3e52ba45f0976d601a38f [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_bc882d() {
uvec2 arg_1 = uvec2(1u);
int arg_2 = 1;
uvec2 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);
ivec2 v_5 = ivec2(min(v_1, (uvec2(imageSize(arg_0).xy) - uvec2(1u))));
vec4 res = imageLoad(arg_0, ivec3(v_5, int(v_4)));
return res;
}
void main() {
v.inner = textureLoad_bc882d();
}
#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_bc882d() {
uvec2 arg_1 = uvec2(1u);
int arg_2 = 1;
uvec2 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);
ivec2 v_5 = ivec2(min(v_1, (uvec2(imageSize(arg_0).xy) - uvec2(1u))));
vec4 res = imageLoad(arg_0, ivec3(v_5, int(v_4)));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = textureLoad_bc882d();
}