| // | 
 | // fragment_main | 
 | // | 
 | #version 310 es | 
 | precision highp float; | 
 | precision highp int; | 
 |  | 
 |  | 
 | struct TintTextureUniformData { | 
 |   uint tint_builtin_value_0; | 
 | }; | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer prevent_dce_block_1_ssbo { | 
 |   uint inner; | 
 | } v; | 
 | layout(binding = 0, std140) | 
 | uniform tint_symbol_1_ubo { | 
 |   TintTextureUniformData inner; | 
 | } v_1; | 
 | uint textureNumLevels_2df1ab() { | 
 |   uint res = v_1.inner.tint_builtin_value_0; | 
 |   return res; | 
 | } | 
 | void main() { | 
 |   v.inner = textureNumLevels_2df1ab(); | 
 | } | 
 | // | 
 | // compute_main | 
 | // | 
 | #version 310 es | 
 |  | 
 |  | 
 | struct TintTextureUniformData { | 
 |   uint tint_builtin_value_0; | 
 | }; | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer prevent_dce_block_1_ssbo { | 
 |   uint inner; | 
 | } v; | 
 | layout(binding = 0, std140) | 
 | uniform tint_symbol_1_ubo { | 
 |   TintTextureUniformData inner; | 
 | } v_1; | 
 | uint textureNumLevels_2df1ab() { | 
 |   uint res = v_1.inner.tint_builtin_value_0; | 
 |   return res; | 
 | } | 
 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
 | void main() { | 
 |   v.inner = textureNumLevels_2df1ab(); | 
 | } | 
 | // | 
 | // vertex_main | 
 | // | 
 | #version 310 es | 
 |  | 
 |  | 
 | struct TintTextureUniformData { | 
 |   uint tint_builtin_value_0; | 
 | }; | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   uint prevent_dce; | 
 | }; | 
 |  | 
 | layout(binding = 0, std140) | 
 | uniform tint_symbol_1_1_ubo { | 
 |   TintTextureUniformData inner; | 
 | } v; | 
 | layout(location = 0) flat out uint vertex_main_loc0_Output; | 
 | uint textureNumLevels_2df1ab() { | 
 |   uint res = v.inner.tint_builtin_value_0; | 
 |   return res; | 
 | } | 
 | VertexOutput vertex_main_inner() { | 
 |   VertexOutput tint_symbol = VertexOutput(vec4(0.0f), 0u); | 
 |   tint_symbol.pos = vec4(0.0f); | 
 |   tint_symbol.prevent_dce = textureNumLevels_2df1ab(); | 
 |   return tint_symbol; | 
 | } | 
 | void main() { | 
 |   VertexOutput v_1 = vertex_main_inner(); | 
 |   gl_Position = v_1.pos; | 
 |   gl_Position.y = -(gl_Position.y); | 
 |   gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
 |   vertex_main_loc0_Output = v_1.prevent_dce; | 
 |   gl_PointSize = 1.0f; | 
 | } |