| // | 
 | // 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_81c381() { | 
 |   uint v_2 = (v_1.inner.tint_builtin_value_0 - 1u); | 
 |   uint v_3 = min(uint(1), v_2); | 
 |   uint v_4 = (uvec2(textureSize(arg_0, int(v_3))).x - 1u); | 
 |   ivec2 v_5 = ivec2(uvec2(min(uint(1), v_4), 0u)); | 
 |   vec4 res = texelFetch(arg_0, v_5, int(v_3)); | 
 |   return res; | 
 | } | 
 | void main() { | 
 |   v.inner = textureLoad_81c381(); | 
 | } | 
 | // | 
 | // 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_81c381() { | 
 |   uint v_2 = (v_1.inner.tint_builtin_value_0 - 1u); | 
 |   uint v_3 = min(uint(1), v_2); | 
 |   uint v_4 = (uvec2(textureSize(arg_0, int(v_3))).x - 1u); | 
 |   ivec2 v_5 = ivec2(uvec2(min(uint(1), v_4), 0u)); | 
 |   vec4 res = texelFetch(arg_0, v_5, int(v_3)); | 
 |   return res; | 
 | } | 
 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
 | void main() { | 
 |   v.inner = textureLoad_81c381(); | 
 | } | 
 | // | 
 | // 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_81c381() { | 
 |   uint v_1 = (v.inner.tint_builtin_value_0 - 1u); | 
 |   uint v_2 = min(uint(1), v_1); | 
 |   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; | 
 | } | 
 | VertexOutput vertex_main_inner() { | 
 |   VertexOutput v_5 = VertexOutput(vec4(0.0f), vec4(0.0f)); | 
 |   v_5.pos = vec4(0.0f); | 
 |   v_5.prevent_dce = textureLoad_81c381(); | 
 |   return v_5; | 
 | } | 
 | void main() { | 
 |   VertexOutput v_6 = vertex_main_inner(); | 
 |   gl_Position = v_6.pos; | 
 |   gl_Position.y = -(gl_Position.y); | 
 |   gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
 |   tint_interstage_location0 = v_6.prevent_dce; | 
 |   gl_PointSize = 1.0f; | 
 | } |