blob: 2123eb23f6cebe5e2cc6fe39954084b02c075b3d [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
uvec2 tint_symbol;
} v;
uvec2 firstLeadingBit_6fe804() {
uvec2 arg_0 = uvec2(1u);
uvec2 v_1 = arg_0;
uvec2 v_2 = mix(uvec2(16u), uvec2(0u), equal((v_1 & uvec2(4294901760u)), uvec2(0u)));
uvec2 v_3 = mix(uvec2(8u), uvec2(0u), equal(((v_1 >> v_2) & uvec2(65280u)), uvec2(0u)));
uvec2 v_4 = mix(uvec2(4u), uvec2(0u), equal((((v_1 >> v_2) >> v_3) & uvec2(240u)), uvec2(0u)));
uvec2 v_5 = mix(uvec2(2u), uvec2(0u), equal(((((v_1 >> v_2) >> v_3) >> v_4) & uvec2(12u)), uvec2(0u)));
uvec2 v_6 = (v_2 | (v_3 | (v_4 | (v_5 | mix(uvec2(1u), uvec2(0u), equal((((((v_1 >> v_2) >> v_3) >> v_4) >> v_5) & uvec2(2u)), uvec2(0u)))))));
uvec2 res = mix(v_6, uvec2(4294967295u), equal(((((v_1 >> v_2) >> v_3) >> v_4) >> v_5), uvec2(0u)));
return res;
}
void main() {
v.tint_symbol = firstLeadingBit_6fe804();
}
#version 310 es
layout(binding = 0, std430)
buffer tint_symbol_1_1_ssbo {
uvec2 tint_symbol;
} v;
uvec2 firstLeadingBit_6fe804() {
uvec2 arg_0 = uvec2(1u);
uvec2 v_1 = arg_0;
uvec2 v_2 = mix(uvec2(16u), uvec2(0u), equal((v_1 & uvec2(4294901760u)), uvec2(0u)));
uvec2 v_3 = mix(uvec2(8u), uvec2(0u), equal(((v_1 >> v_2) & uvec2(65280u)), uvec2(0u)));
uvec2 v_4 = mix(uvec2(4u), uvec2(0u), equal((((v_1 >> v_2) >> v_3) & uvec2(240u)), uvec2(0u)));
uvec2 v_5 = mix(uvec2(2u), uvec2(0u), equal(((((v_1 >> v_2) >> v_3) >> v_4) & uvec2(12u)), uvec2(0u)));
uvec2 v_6 = (v_2 | (v_3 | (v_4 | (v_5 | mix(uvec2(1u), uvec2(0u), equal((((((v_1 >> v_2) >> v_3) >> v_4) >> v_5) & uvec2(2u)), uvec2(0u)))))));
uvec2 res = mix(v_6, uvec2(4294967295u), equal(((((v_1 >> v_2) >> v_3) >> v_4) >> v_5), uvec2(0u)));
return res;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
v.tint_symbol = firstLeadingBit_6fe804();
}
#version 310 es
struct VertexOutput {
vec4 pos;
uvec2 prevent_dce;
};
layout(location = 0) flat out uvec2 vertex_main_loc0_Output;
uvec2 firstLeadingBit_6fe804() {
uvec2 arg_0 = uvec2(1u);
uvec2 v = arg_0;
uvec2 v_1 = mix(uvec2(16u), uvec2(0u), equal((v & uvec2(4294901760u)), uvec2(0u)));
uvec2 v_2 = mix(uvec2(8u), uvec2(0u), equal(((v >> v_1) & uvec2(65280u)), uvec2(0u)));
uvec2 v_3 = mix(uvec2(4u), uvec2(0u), equal((((v >> v_1) >> v_2) & uvec2(240u)), uvec2(0u)));
uvec2 v_4 = mix(uvec2(2u), uvec2(0u), equal(((((v >> v_1) >> v_2) >> v_3) & uvec2(12u)), uvec2(0u)));
uvec2 v_5 = (v_1 | (v_2 | (v_3 | (v_4 | mix(uvec2(1u), uvec2(0u), equal((((((v >> v_1) >> v_2) >> v_3) >> v_4) & uvec2(2u)), uvec2(0u)))))));
uvec2 res = mix(v_5, uvec2(4294967295u), equal(((((v >> v_1) >> v_2) >> v_3) >> v_4), uvec2(0u)));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec2(0u));
tint_symbol.pos = vec4(0.0f);
tint_symbol.prevent_dce = firstLeadingBit_6fe804();
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;
}