| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| f16vec4 tint_symbol; |
| } v; |
| f16vec4 tint_bitcast_to_f16(vec2 src) { |
| uvec2 v_1 = floatBitsToUint(src); |
| f16vec2 v_2 = unpackFloat2x16(v_1.x); |
| return f16vec4(v_2, unpackFloat2x16(v_1.y)); |
| } |
| f16vec4 bitcast_429d64() { |
| vec2 arg_0 = vec2(1.0f); |
| f16vec4 res = tint_bitcast_to_f16(arg_0); |
| return res; |
| } |
| void main() { |
| v.tint_symbol = bitcast_429d64(); |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| f16vec4 tint_symbol; |
| } v; |
| f16vec4 tint_bitcast_to_f16(vec2 src) { |
| uvec2 v_1 = floatBitsToUint(src); |
| f16vec2 v_2 = unpackFloat2x16(v_1.x); |
| return f16vec4(v_2, unpackFloat2x16(v_1.y)); |
| } |
| f16vec4 bitcast_429d64() { |
| vec2 arg_0 = vec2(1.0f); |
| f16vec4 res = tint_bitcast_to_f16(arg_0); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.tint_symbol = bitcast_429d64(); |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| f16vec4 prevent_dce; |
| }; |
| |
| layout(location = 0) flat out f16vec4 vertex_main_loc0_Output; |
| f16vec4 tint_bitcast_to_f16(vec2 src) { |
| uvec2 v = floatBitsToUint(src); |
| f16vec2 v_1 = unpackFloat2x16(v.x); |
| return f16vec4(v_1, unpackFloat2x16(v.y)); |
| } |
| f16vec4 bitcast_429d64() { |
| vec2 arg_0 = vec2(1.0f); |
| f16vec4 res = tint_bitcast_to_f16(arg_0); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), f16vec4(0.0hf)); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = bitcast_429d64(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_2 = vertex_main_inner(); |
| gl_Position = v_2.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_2.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |