blob: 3de64aa39ac204461606f01055c90a8a3f66e8cd [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16vec4 inner;
} prevent_dce;
void tanh_e8efb3() {
f16vec4 res = f16vec4(0.76123046875hf);
prevent_dce.inner = res;
}
vec4 vertex_main() {
tanh_e8efb3();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
precision highp float;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16vec4 inner;
} prevent_dce;
void tanh_e8efb3() {
f16vec4 res = f16vec4(0.76123046875hf);
prevent_dce.inner = res;
}
void fragment_main() {
tanh_e8efb3();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16vec4 inner;
} prevent_dce;
void tanh_e8efb3() {
f16vec4 res = f16vec4(0.76123046875hf);
prevent_dce.inner = res;
}
void compute_main() {
tanh_e8efb3();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}