blob: e29b7893149d28befb659a99c0a0f36bb203f8e7 [file] [log] [blame]
dan sinclaira7acef82024-09-24 19:44:04 +00001#version 310 es
2precision highp float;
3precision highp int;
dan sinclair6e93ca52024-08-28 23:58:04 +00004
dan sinclaira7acef82024-09-24 19:44:04 +00005layout(binding = 0, std430)
James Price71c1d542024-10-10 23:01:19 +00006buffer prevent_dce_block_1_ssbo {
7 vec4 inner;
dan sinclaira7acef82024-09-24 19:44:04 +00008} v;
9layout(binding = 0, rgba8) uniform highp readonly image2D arg_0;
10vec4 textureLoad_26c4f8() {
11 vec4 res = imageLoad(arg_0, ivec2(ivec2(1))).zyxw;
12 return res;
13}
14void main() {
James Price71c1d542024-10-10 23:01:19 +000015 v.inner = textureLoad_26c4f8();
dan sinclaira7acef82024-09-24 19:44:04 +000016}
17#version 310 es
dan sinclair6e93ca52024-08-28 23:58:04 +000018
dan sinclaira7acef82024-09-24 19:44:04 +000019layout(binding = 0, std430)
James Price71c1d542024-10-10 23:01:19 +000020buffer prevent_dce_block_1_ssbo {
21 vec4 inner;
dan sinclaira7acef82024-09-24 19:44:04 +000022} v;
23layout(binding = 0, rgba8) uniform highp readonly image2D arg_0;
24vec4 textureLoad_26c4f8() {
25 vec4 res = imageLoad(arg_0, ivec2(ivec2(1))).zyxw;
26 return res;
27}
28layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
29void main() {
James Price71c1d542024-10-10 23:01:19 +000030 v.inner = textureLoad_26c4f8();
dan sinclaira7acef82024-09-24 19:44:04 +000031}
32#version 310 es
33
34
35struct VertexOutput {
36 vec4 pos;
37 vec4 prevent_dce;
38};
39
40layout(binding = 0, rgba8) uniform highp readonly image2D arg_0;
41layout(location = 0) flat out vec4 vertex_main_loc0_Output;
42vec4 textureLoad_26c4f8() {
43 vec4 res = imageLoad(arg_0, ivec2(ivec2(1))).zyxw;
44 return res;
45}
46VertexOutput vertex_main_inner() {
47 VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec4(0.0f));
48 tint_symbol.pos = vec4(0.0f);
49 tint_symbol.prevent_dce = textureLoad_26c4f8();
50 return tint_symbol;
51}
52void main() {
53 VertexOutput v = vertex_main_inner();
54 gl_Position = v.pos;
55 gl_Position[1u] = -(gl_Position.y);
56 gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
57 vertex_main_loc0_Output = v.prevent_dce;
58 gl_PointSize = 1.0f;
59}