| // | 
 | // fragment_main | 
 | // | 
 | #version 310 es | 
 | precision highp float; | 
 | precision highp int; | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer prevent_dce_block_1_ssbo { | 
 |   ivec4 inner; | 
 | } v; | 
 | layout(binding = 0, rgba8i) uniform highp readonly iimage2DArray arg_0; | 
 | ivec4 textureLoad_dfdf3b() { | 
 |   uint v_1 = min(1u, (uint(imageSize(arg_0).z) - 1u)); | 
 |   ivec2 v_2 = ivec2(min(uvec2(1u), (uvec2(imageSize(arg_0).xy) - uvec2(1u)))); | 
 |   ivec4 res = imageLoad(arg_0, ivec3(v_2, int(v_1))); | 
 |   return res; | 
 | } | 
 | void main() { | 
 |   v.inner = textureLoad_dfdf3b(); | 
 | } | 
 | // | 
 | // compute_main | 
 | // | 
 | #version 310 es | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer prevent_dce_block_1_ssbo { | 
 |   ivec4 inner; | 
 | } v; | 
 | layout(binding = 0, rgba8i) uniform highp readonly iimage2DArray arg_0; | 
 | ivec4 textureLoad_dfdf3b() { | 
 |   uint v_1 = min(1u, (uint(imageSize(arg_0).z) - 1u)); | 
 |   ivec2 v_2 = ivec2(min(uvec2(1u), (uvec2(imageSize(arg_0).xy) - uvec2(1u)))); | 
 |   ivec4 res = imageLoad(arg_0, ivec3(v_2, int(v_1))); | 
 |   return res; | 
 | } | 
 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
 | void main() { | 
 |   v.inner = textureLoad_dfdf3b(); | 
 | } | 
 | // | 
 | // vertex_main | 
 | // | 
 | #version 310 es | 
 |  | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   ivec4 prevent_dce; | 
 | }; | 
 |  | 
 | layout(binding = 0, rgba8i) uniform highp readonly iimage2DArray arg_0; | 
 | layout(location = 0) flat out ivec4 vertex_main_loc0_Output; | 
 | ivec4 textureLoad_dfdf3b() { | 
 |   uint v = min(1u, (uint(imageSize(arg_0).z) - 1u)); | 
 |   ivec2 v_1 = ivec2(min(uvec2(1u), (uvec2(imageSize(arg_0).xy) - uvec2(1u)))); | 
 |   ivec4 res = imageLoad(arg_0, ivec3(v_1, int(v))); | 
 |   return res; | 
 | } | 
 | VertexOutput vertex_main_inner() { | 
 |   VertexOutput tint_symbol = VertexOutput(vec4(0.0f), ivec4(0)); | 
 |   tint_symbol.pos = vec4(0.0f); | 
 |   tint_symbol.prevent_dce = textureLoad_dfdf3b(); | 
 |   return tint_symbol; | 
 | } | 
 | void main() { | 
 |   VertexOutput v_2 = vertex_main_inner(); | 
 |   gl_Position = v_2.pos; | 
 |   gl_Position.y = -(gl_Position.y); | 
 |   gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
 |   vertex_main_loc0_Output = v_2.prevent_dce; | 
 |   gl_PointSize = 1.0f; | 
 | } |