blob: dad2a6cc8fa5d8ad7138cdae9c6b8ac56ca6c67e [file] [log] [blame]
#version 310 es
uniform highp isampler2D arg_0_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
ivec4 inner;
} prevent_dce;
void textureLoad_c2a480() {
ivec2 arg_1 = ivec2(1);
int arg_2 = 1;
ivec4 res = texelFetch(arg_0_1, arg_1, arg_2);
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureLoad_c2a480();
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
precision highp float;
uniform highp isampler2D arg_0_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
ivec4 inner;
} prevent_dce;
void textureLoad_c2a480() {
ivec2 arg_1 = ivec2(1);
int arg_2 = 1;
ivec4 res = texelFetch(arg_0_1, arg_1, arg_2);
prevent_dce.inner = res;
}
void fragment_main() {
textureLoad_c2a480();
}
void main() {
fragment_main();
return;
}
#version 310 es
uniform highp isampler2D arg_0_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
ivec4 inner;
} prevent_dce;
void textureLoad_c2a480() {
ivec2 arg_1 = ivec2(1);
int arg_2 = 1;
ivec4 res = texelFetch(arg_0_1, arg_1, arg_2);
prevent_dce.inner = res;
}
void compute_main() {
textureLoad_c2a480();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}