|  | // | 
|  | // fragment_main | 
|  | // | 
|  | #version 310 es | 
|  | precision highp float; | 
|  | precision highp int; | 
|  |  | 
|  | void smoothstep_0c4ffc() { | 
|  | vec4 res = vec4(0.5f); | 
|  | } | 
|  | void main() { | 
|  | smoothstep_0c4ffc(); | 
|  | } | 
|  | // | 
|  | // compute_main | 
|  | // | 
|  | #version 310 es | 
|  |  | 
|  | void smoothstep_0c4ffc() { | 
|  | vec4 res = vec4(0.5f); | 
|  | } | 
|  | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
|  | void main() { | 
|  | smoothstep_0c4ffc(); | 
|  | } | 
|  | // | 
|  | // vertex_main | 
|  | // | 
|  | #version 310 es | 
|  |  | 
|  |  | 
|  | struct VertexOutput { | 
|  | vec4 pos; | 
|  | }; | 
|  |  | 
|  | void smoothstep_0c4ffc() { | 
|  | vec4 res = vec4(0.5f); | 
|  | } | 
|  | VertexOutput vertex_main_inner() { | 
|  | VertexOutput v = VertexOutput(vec4(0.0f)); | 
|  | v.pos = vec4(0.0f); | 
|  | smoothstep_0c4ffc(); | 
|  | return v; | 
|  | } | 
|  | void main() { | 
|  | gl_Position = vertex_main_inner().pos; | 
|  | gl_Position.y = -(gl_Position.y); | 
|  | gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
|  | gl_PointSize = 1.0f; | 
|  | } |