| #extension GL_AMD_gpu_shader_half_float: require |
| struct frexp_result_vec3_f16 { |
| frexp_result_vec3_f16 res = frexp_result_vec3_f16(f16vec3(0.5hf), ivec3(1)); |
| #extension GL_AMD_gpu_shader_half_float: require |
| struct frexp_result_vec3_f16 { |
| frexp_result_vec3_f16 res = frexp_result_vec3_f16(f16vec3(0.5hf), ivec3(1)); |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| #extension GL_AMD_gpu_shader_half_float: require |
| struct frexp_result_vec3_f16 { |
| frexp_result_vec3_f16 res = frexp_result_vec3_f16(f16vec3(0.5hf), ivec3(1)); |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = VertexOutput(vec4(0.0f)); |
| tint_symbol.pos = vec4(0.0f); |
| gl_Position = vertex_main_inner().pos; |
| gl_Position[1u] = -(gl_Position.y); |
| gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w); |