| #version 460 |
| #extension GL_EXT_texture_shadow_lod: require |
| precision highp float; |
| precision highp int; |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| float tint_symbol; |
| } v; |
| uniform highp samplerCubeArrayShadow arg_0_arg_1; |
| float textureSampleLevel_a12142() { |
| vec3 arg_2 = vec3(1.0f); |
| int arg_3 = 1; |
| uint arg_4 = 1u; |
| vec3 v_1 = arg_2; |
| uint v_2 = arg_4; |
| vec4 v_3 = vec4(v_1, float(arg_3)); |
| float res = textureLod(arg_0_arg_1, v_3, 0.0f, float(v_2)); |
| return res; |
| } |
| void main() { |
| v.tint_symbol = textureSampleLevel_a12142(); |
| } |
| #version 460 |
| #extension GL_EXT_texture_shadow_lod: require |
| |
| layout(binding = 0, std430) |
| buffer tint_symbol_1_1_ssbo { |
| float tint_symbol; |
| } v; |
| uniform highp samplerCubeArrayShadow arg_0_arg_1; |
| float textureSampleLevel_a12142() { |
| vec3 arg_2 = vec3(1.0f); |
| int arg_3 = 1; |
| uint arg_4 = 1u; |
| vec3 v_1 = arg_2; |
| uint v_2 = arg_4; |
| vec4 v_3 = vec4(v_1, float(arg_3)); |
| float res = textureLod(arg_0_arg_1, v_3, 0.0f, float(v_2)); |
| return res; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| v.tint_symbol = textureSampleLevel_a12142(); |
| } |
| #version 460 |
| #extension GL_EXT_texture_shadow_lod: require |
| |
| |
| struct VertexOutput { |
| vec4 pos; |
| float prevent_dce; |
| }; |
| |
| uniform highp samplerCubeArrayShadow arg_0_arg_1; |
| layout(location = 0) flat out float vertex_main_loc0_Output; |
| float textureSampleLevel_a12142() { |
| vec3 arg_2 = vec3(1.0f); |
| int arg_3 = 1; |
| uint arg_4 = 1u; |
| vec3 v = arg_2; |
| uint v_1 = arg_4; |
| vec4 v_2 = vec4(v, float(arg_3)); |
| float res = textureLod(arg_0_arg_1, v_2, 0.0f, float(v_1)); |
| return res; |
| } |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0.0f); |
| tint_symbol.pos = vec4(0.0f); |
| tint_symbol.prevent_dce = textureSampleLevel_a12142(); |
| return tint_symbol; |
| } |
| void main() { |
| VertexOutput v_3 = vertex_main_inner(); |
| gl_Position = v_3.pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |
| vertex_main_loc0_Output = v_3.prevent_dce; |
| gl_PointSize = 1.0f; |
| } |