|  | // | 
|  | // fragment_main | 
|  | // | 
|  | #version 310 es | 
|  | precision highp float; | 
|  | precision highp int; | 
|  |  | 
|  |  | 
|  | struct TintTextureUniformData { | 
|  | uint tint_builtin_value_0; | 
|  | }; | 
|  |  | 
|  | layout(binding = 0, std430) | 
|  | buffer f_prevent_dce_block_ssbo { | 
|  | vec4 inner; | 
|  | } v; | 
|  | layout(binding = 0, std140) | 
|  | uniform f_tint_symbol_ubo { | 
|  | TintTextureUniformData inner; | 
|  | } v_1; | 
|  | uniform highp sampler2D arg_0; | 
|  | vec4 textureLoad_3da3ed() { | 
|  | uint v_2 = min(1u, (v_1.inner.tint_builtin_value_0 - 1u)); | 
|  | uint v_3 = (uvec2(textureSize(arg_0, int(v_2))).x - 1u); | 
|  | ivec2 v_4 = ivec2(uvec2(min(uint(1), v_3), 0u)); | 
|  | vec4 res = texelFetch(arg_0, v_4, int(v_2)); | 
|  | return res; | 
|  | } | 
|  | void main() { | 
|  | v.inner = textureLoad_3da3ed(); | 
|  | } | 
|  | // | 
|  | // compute_main | 
|  | // | 
|  | #version 310 es | 
|  |  | 
|  |  | 
|  | struct TintTextureUniformData { | 
|  | uint tint_builtin_value_0; | 
|  | }; | 
|  |  | 
|  | layout(binding = 0, std430) | 
|  | buffer prevent_dce_block_1_ssbo { | 
|  | vec4 inner; | 
|  | } v; | 
|  | layout(binding = 0, std140) | 
|  | uniform tint_symbol_1_ubo { | 
|  | TintTextureUniformData inner; | 
|  | } v_1; | 
|  | uniform highp sampler2D arg_0; | 
|  | vec4 textureLoad_3da3ed() { | 
|  | uint v_2 = min(1u, (v_1.inner.tint_builtin_value_0 - 1u)); | 
|  | uint v_3 = (uvec2(textureSize(arg_0, int(v_2))).x - 1u); | 
|  | ivec2 v_4 = ivec2(uvec2(min(uint(1), v_3), 0u)); | 
|  | vec4 res = texelFetch(arg_0, v_4, int(v_2)); | 
|  | return res; | 
|  | } | 
|  | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
|  | void main() { | 
|  | v.inner = textureLoad_3da3ed(); | 
|  | } | 
|  | // | 
|  | // vertex_main | 
|  | // | 
|  | #version 310 es | 
|  |  | 
|  |  | 
|  | struct TintTextureUniformData { | 
|  | uint tint_builtin_value_0; | 
|  | }; | 
|  |  | 
|  | struct VertexOutput { | 
|  | vec4 pos; | 
|  | vec4 prevent_dce; | 
|  | }; | 
|  |  | 
|  | layout(binding = 0, std140) | 
|  | uniform v_tint_symbol_ubo { | 
|  | TintTextureUniformData inner; | 
|  | } v; | 
|  | uniform highp sampler2D arg_0; | 
|  | layout(location = 0) flat out vec4 tint_interstage_location0; | 
|  | vec4 textureLoad_3da3ed() { | 
|  | uint v_1 = min(1u, (v.inner.tint_builtin_value_0 - 1u)); | 
|  | uint v_2 = (uvec2(textureSize(arg_0, int(v_1))).x - 1u); | 
|  | ivec2 v_3 = ivec2(uvec2(min(uint(1), v_2), 0u)); | 
|  | vec4 res = texelFetch(arg_0, v_3, int(v_1)); | 
|  | return res; | 
|  | } | 
|  | VertexOutput vertex_main_inner() { | 
|  | VertexOutput v_4 = VertexOutput(vec4(0.0f), vec4(0.0f)); | 
|  | v_4.pos = vec4(0.0f); | 
|  | v_4.prevent_dce = textureLoad_3da3ed(); | 
|  | return v_4; | 
|  | } | 
|  | void main() { | 
|  | VertexOutput v_5 = vertex_main_inner(); | 
|  | gl_Position = v_5.pos; | 
|  | gl_Position.y = -(gl_Position.y); | 
|  | gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
|  | tint_interstage_location0 = v_5.prevent_dce; | 
|  | gl_PointSize = 1.0f; | 
|  | } |