blob: 555c47c1f2e1260d28901072e32b5d8aed1435b4 [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
precision highp float;
precision highp int;
uvec2 tint_bitcast_from_f16(f16vec4 src) {
uvec2 r = uvec2(packFloat2x16(src.xy), packFloat2x16(src.zw));
return uvec2(r);
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uvec2 inner;
} prevent_dce;
uvec2 bitcast_81c5f5() {
f16vec4 arg_0 = f16vec4(1.0hf);
uvec2 res = tint_bitcast_from_f16(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
uvec2 prevent_dce;
};
void fragment_main() {
prevent_dce.inner = bitcast_81c5f5();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
uvec2 tint_bitcast_from_f16(f16vec4 src) {
uvec2 r = uvec2(packFloat2x16(src.xy), packFloat2x16(src.zw));
return uvec2(r);
}
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uvec2 inner;
} prevent_dce;
uvec2 bitcast_81c5f5() {
f16vec4 arg_0 = f16vec4(1.0hf);
uvec2 res = tint_bitcast_from_f16(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
uvec2 prevent_dce;
};
void compute_main() {
prevent_dce.inner = bitcast_81c5f5();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
uvec2 tint_bitcast_from_f16(f16vec4 src) {
uvec2 r = uvec2(packFloat2x16(src.xy), packFloat2x16(src.zw));
return uvec2(r);
}
layout(location = 0) flat out uvec2 prevent_dce_1;
uvec2 bitcast_81c5f5() {
f16vec4 arg_0 = f16vec4(1.0hf);
uvec2 res = tint_bitcast_from_f16(arg_0);
return res;
}
struct VertexOutput {
vec4 pos;
uvec2 prevent_dce;
};
VertexOutput vertex_main() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), uvec2(0u, 0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = bitcast_81c5f5();
return tint_symbol;
}
void main() {
gl_PointSize = 1.0;
VertexOutput inner_result = vertex_main();
gl_Position = inner_result.pos;
prevent_dce_1 = inner_result.prevent_dce;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}