|  | // | 
|  | // fragment_main | 
|  | // | 
|  | #version 310 es | 
|  | precision highp float; | 
|  | precision highp int; | 
|  |  | 
|  | layout(binding = 0, std430) | 
|  | buffer f_prevent_dce_block_ssbo { | 
|  | uvec4 inner; | 
|  | } v; | 
|  | layout(binding = 0, rgba8ui) uniform highp readonly uimage2DArray f_arg_0; | 
|  | uvec4 textureLoad_fdebd0() { | 
|  | ivec2 arg_1 = ivec2(1); | 
|  | int arg_2 = 1; | 
|  | ivec2 v_1 = arg_1; | 
|  | int v_2 = arg_2; | 
|  | uint v_3 = (uint(imageSize(f_arg_0).z) - 1u); | 
|  | uint v_4 = min(uint(v_2), v_3); | 
|  | uvec2 v_5 = (uvec2(imageSize(f_arg_0).xy) - uvec2(1u)); | 
|  | ivec2 v_6 = ivec2(min(uvec2(v_1), v_5)); | 
|  | uvec4 res = imageLoad(f_arg_0, ivec3(v_6, int(v_4))); | 
|  | return res; | 
|  | } | 
|  | void main() { | 
|  | v.inner = textureLoad_fdebd0(); | 
|  | } | 
|  | // | 
|  | // compute_main | 
|  | // | 
|  | #version 310 es | 
|  |  | 
|  | layout(binding = 0, std430) | 
|  | buffer prevent_dce_block_1_ssbo { | 
|  | uvec4 inner; | 
|  | } v; | 
|  | layout(binding = 0, rgba8ui) uniform highp readonly uimage2DArray arg_0; | 
|  | uvec4 textureLoad_fdebd0() { | 
|  | ivec2 arg_1 = ivec2(1); | 
|  | int arg_2 = 1; | 
|  | ivec2 v_1 = arg_1; | 
|  | int v_2 = arg_2; | 
|  | uint v_3 = (uint(imageSize(arg_0).z) - 1u); | 
|  | uint v_4 = min(uint(v_2), v_3); | 
|  | uvec2 v_5 = (uvec2(imageSize(arg_0).xy) - uvec2(1u)); | 
|  | ivec2 v_6 = ivec2(min(uvec2(v_1), v_5)); | 
|  | uvec4 res = imageLoad(arg_0, ivec3(v_6, int(v_4))); | 
|  | return res; | 
|  | } | 
|  | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
|  | void main() { | 
|  | v.inner = textureLoad_fdebd0(); | 
|  | } | 
|  | // | 
|  | // vertex_main | 
|  | // | 
|  | #version 310 es | 
|  |  | 
|  |  | 
|  | struct VertexOutput { | 
|  | vec4 pos; | 
|  | uvec4 prevent_dce; | 
|  | }; | 
|  |  | 
|  | layout(binding = 0, rgba8ui) uniform highp readonly uimage2DArray v_arg_0; | 
|  | layout(location = 0) flat out uvec4 tint_interstage_location0; | 
|  | uvec4 textureLoad_fdebd0() { | 
|  | ivec2 arg_1 = ivec2(1); | 
|  | int arg_2 = 1; | 
|  | ivec2 v = arg_1; | 
|  | int v_1 = arg_2; | 
|  | uint v_2 = (uint(imageSize(v_arg_0).z) - 1u); | 
|  | uint v_3 = min(uint(v_1), v_2); | 
|  | uvec2 v_4 = (uvec2(imageSize(v_arg_0).xy) - uvec2(1u)); | 
|  | ivec2 v_5 = ivec2(min(uvec2(v), v_4)); | 
|  | uvec4 res = imageLoad(v_arg_0, ivec3(v_5, int(v_3))); | 
|  | return res; | 
|  | } | 
|  | VertexOutput vertex_main_inner() { | 
|  | VertexOutput v_6 = VertexOutput(vec4(0.0f), uvec4(0u)); | 
|  | v_6.pos = vec4(0.0f); | 
|  | v_6.prevent_dce = textureLoad_fdebd0(); | 
|  | return v_6; | 
|  | } | 
|  | void main() { | 
|  | VertexOutput v_7 = vertex_main_inner(); | 
|  | gl_Position = vec4(v_7.pos.x, -(v_7.pos.y), ((2.0f * v_7.pos.z) - v_7.pos.w), v_7.pos.w); | 
|  | tint_interstage_location0 = v_7.prevent_dce; | 
|  | gl_PointSize = 1.0f; | 
|  | } |