| // | 
 | // fragment_main | 
 | // | 
 | #version 310 es | 
 | #extension GL_AMD_gpu_shader_half_float: require | 
 | precision highp float; | 
 | precision highp int; | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer f_prevent_dce_block_ssbo { | 
 |   int inner; | 
 | } v; | 
 | int transpose_b9ad1f() { | 
 |   f16mat2x3 res = f16mat2x3(f16vec3(1.0hf), f16vec3(1.0hf)); | 
 |   return mix(0, 1, (res[0u].x == 0.0hf)); | 
 | } | 
 | void main() { | 
 |   v.inner = transpose_b9ad1f(); | 
 | } | 
 | // | 
 | // compute_main | 
 | // | 
 | #version 310 es | 
 | #extension GL_AMD_gpu_shader_half_float: require | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer prevent_dce_block_1_ssbo { | 
 |   int inner; | 
 | } v; | 
 | int transpose_b9ad1f() { | 
 |   f16mat2x3 res = f16mat2x3(f16vec3(1.0hf), f16vec3(1.0hf)); | 
 |   return mix(0, 1, (res[0u].x == 0.0hf)); | 
 | } | 
 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
 | void main() { | 
 |   v.inner = transpose_b9ad1f(); | 
 | } | 
 | // | 
 | // vertex_main | 
 | // | 
 | #version 310 es | 
 | #extension GL_AMD_gpu_shader_half_float: require | 
 |  | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   int prevent_dce; | 
 | }; | 
 |  | 
 | layout(location = 0) flat out int tint_interstage_location0; | 
 | int transpose_b9ad1f() { | 
 |   f16mat2x3 res = f16mat2x3(f16vec3(1.0hf), f16vec3(1.0hf)); | 
 |   return mix(0, 1, (res[0u].x == 0.0hf)); | 
 | } | 
 | VertexOutput vertex_main_inner() { | 
 |   VertexOutput v = VertexOutput(vec4(0.0f), 0); | 
 |   v.pos = vec4(0.0f); | 
 |   v.prevent_dce = transpose_b9ad1f(); | 
 |   return v; | 
 | } | 
 | void main() { | 
 |   VertexOutput v_1 = vertex_main_inner(); | 
 |   gl_Position = v_1.pos; | 
 |   gl_Position.y = -(gl_Position.y); | 
 |   gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
 |   tint_interstage_location0 = v_1.prevent_dce; | 
 |   gl_PointSize = 1.0f; | 
 | } |