blob: b326ab373535ba67cd26855f950dbfaf8e44554f [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
uvec4 tint_symbol;
} v;
uvec4 firstLeadingBit_000ff3() {
uvec4 arg_0 = uvec4(1u);
uvec4 v_1 = arg_0;
uvec4 v_2 = mix(uvec4(16u), uvec4(0u), equal((v_1 & uvec4(4294901760u)), uvec4(0u)));
uvec4 v_3 = mix(uvec4(8u), uvec4(0u), equal(((v_1 >> v_2) & uvec4(65280u)), uvec4(0u)));
uvec4 v_4 = mix(uvec4(4u), uvec4(0u), equal((((v_1 >> v_2) >> v_3) & uvec4(240u)), uvec4(0u)));
uvec4 v_5 = mix(uvec4(2u), uvec4(0u), equal(((((v_1 >> v_2) >> v_3) >> v_4) & uvec4(12u)), uvec4(0u)));
uvec4 v_6 = (v_2 | (v_3 | (v_4 | (v_5 | mix(uvec4(1u), uvec4(0u), equal((((((v_1 >> v_2) >> v_3) >> v_4) >> v_5) & uvec4(2u)), uvec4(0u)))))));
uvec4 res = mix(v_6, uvec4(4294967295u), equal(((((v_1 >> v_2) >> v_3) >> v_4) >> v_5), uvec4(0u)));
return res;
}
void main() {
v.tint_symbol = firstLeadingBit_000ff3();
}
#version 310 es
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
uvec4 tint_symbol;
} v;
uvec4 firstLeadingBit_000ff3() {
uvec4 arg_0 = uvec4(1u);
uvec4 v_1 = arg_0;
uvec4 v_2 = mix(uvec4(16u), uvec4(0u), equal((v_1 & uvec4(4294901760u)), uvec4(0u)));
uvec4 v_3 = mix(uvec4(8u), uvec4(0u), equal(((v_1 >> v_2) & uvec4(65280u)), uvec4(0u)));
uvec4 v_4 = mix(uvec4(4u), uvec4(0u), equal((((v_1 >> v_2) >> v_3) & uvec4(240u)), uvec4(0u)));
uvec4 v_5 = mix(uvec4(2u), uvec4(0u), equal(((((v_1 >> v_2) >> v_3) >> v_4) & uvec4(12u)), uvec4(0u)));
uvec4 v_6 = (v_2 | (v_3 | (v_4 | (v_5 | mix(uvec4(1u), uvec4(0u), equal((((((v_1 >> v_2) >> v_3) >> v_4) >> v_5) & uvec4(2u)), uvec4(0u)))))));
uvec4 res = mix(v_6, uvec4(4294967295u), equal(((((v_1 >> v_2) >> v_3) >> v_4) >> v_5), uvec4(0u)));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = firstLeadingBit_000ff3();
}
#version 310 es
struct VertexOutput {
vec4 pos;
uvec4 prevent_dce;
};
layout(location = 0) flat out uvec4 vertex_main_loc0_Output;
uvec4 firstLeadingBit_000ff3() {
uvec4 arg_0 = uvec4(1u);
uvec4 v = arg_0;
uvec4 v_1 = mix(uvec4(16u), uvec4(0u), equal((v & uvec4(4294901760u)), uvec4(0u)));
uvec4 v_2 = mix(uvec4(8u), uvec4(0u), equal(((v >> v_1) & uvec4(65280u)), uvec4(0u)));
uvec4 v_3 = mix(uvec4(4u), uvec4(0u), equal((((v >> v_1) >> v_2) & uvec4(240u)), uvec4(0u)));
uvec4 v_4 = mix(uvec4(2u), uvec4(0u), equal(((((v >> v_1) >> v_2) >> v_3) & uvec4(12u)), uvec4(0u)));
uvec4 v_5 = (v_1 | (v_2 | (v_3 | (v_4 | mix(uvec4(1u), uvec4(0u), equal((((((v >> v_1) >> v_2) >> v_3) >> v_4) & uvec4(2u)), uvec4(0u)))))));
uvec4 res = mix(v_5, uvec4(4294967295u), equal(((((v >> v_1) >> v_2) >> v_3) >> v_4), uvec4(0u)));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = firstLeadingBit_000ff3();
return tint_symbol;
}
void main() {
VertexOutput v_6 = vertex_main_inner();
gl_Position = v_6.pos;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
vertex_main_loc0_Output = v_6.prevent_dce;
gl_PointSize = 1.0f;
}