blob: 3cbb3395d9d7329d7a1916172966921a2dfb7a1a [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
int inner;
} v;
int transpose_7be8b2() {
f16mat2 arg_0 = f16mat2(f16vec2(1.0hf), f16vec2(1.0hf));
f16mat2 res = transpose(arg_0);
return mix(0, 1, (res[0u].x == 0.0hf));
}
void main() {
v.inner = transpose_7be8b2();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
layout(binding = 0, std430)
buffer prevent_dce_block_1_ssbo {
int inner;
} v;
int transpose_7be8b2() {
f16mat2 arg_0 = f16mat2(f16vec2(1.0hf), f16vec2(1.0hf));
f16mat2 res = transpose(arg_0);
return mix(0, 1, (res[0u].x == 0.0hf));
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.inner = transpose_7be8b2();
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float: require
struct VertexOutput {
vec4 pos;
int prevent_dce;
};
layout(location = 0) flat out int vertex_main_loc0_Output;
int transpose_7be8b2() {
f16mat2 arg_0 = f16mat2(f16vec2(1.0hf), f16vec2(1.0hf));
f16mat2 res = transpose(arg_0);
return mix(0, 1, (res[0u].x == 0.0hf));
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0);
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = transpose_7be8b2();
return tint_symbol;
}
void main() {
VertexOutput v = vertex_main_inner();
gl_Position = v.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v.prevent_dce;
gl_PointSize = 1.0f;
}