dan sinclair | a5afb1f | 2024-09-20 04:34:34 +0000 | [diff] [blame] | 1 | #version 460 |
| 2 | precision highp float; |
| 3 | precision highp int; |
dan sinclair | 6e93ca5 | 2024-08-28 23:58:04 +0000 | [diff] [blame] | 4 | |
dan sinclair | a5afb1f | 2024-09-20 04:34:34 +0000 | [diff] [blame] | 5 | layout(binding = 0, std430) |
| 6 | buffer tint_symbol_1_1_ssbo { |
| 7 | uvec4 tint_symbol; |
| 8 | } v; |
| 9 | layout(binding = 0, rg32ui) uniform highp readonly uimage2D arg_0; |
| 10 | uvec4 textureLoad_050c33() { |
| 11 | uvec4 res = imageLoad(arg_0, ivec2(ivec2(1))); |
| 12 | return res; |
| 13 | } |
| 14 | void main() { |
| 15 | v.tint_symbol = textureLoad_050c33(); |
| 16 | } |
| 17 | #version 460 |
dan sinclair | 6e93ca5 | 2024-08-28 23:58:04 +0000 | [diff] [blame] | 18 | |
dan sinclair | a5afb1f | 2024-09-20 04:34:34 +0000 | [diff] [blame] | 19 | layout(binding = 0, std430) |
| 20 | buffer tint_symbol_1_1_ssbo { |
| 21 | uvec4 tint_symbol; |
| 22 | } v; |
| 23 | layout(binding = 0, rg32ui) uniform highp readonly uimage2D arg_0; |
| 24 | uvec4 textureLoad_050c33() { |
| 25 | uvec4 res = imageLoad(arg_0, ivec2(ivec2(1))); |
| 26 | return res; |
| 27 | } |
| 28 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| 29 | void main() { |
| 30 | v.tint_symbol = textureLoad_050c33(); |
| 31 | } |
| 32 | #version 460 |
| 33 | |
| 34 | |
| 35 | struct VertexOutput { |
| 36 | vec4 pos; |
| 37 | uvec4 prevent_dce; |
| 38 | }; |
| 39 | |
| 40 | layout(binding = 0, rg32ui) uniform highp readonly uimage2D arg_0; |
| 41 | layout(location = 0) flat out uvec4 vertex_main_loc0_Output; |
| 42 | uvec4 textureLoad_050c33() { |
| 43 | uvec4 res = imageLoad(arg_0, ivec2(ivec2(1))); |
| 44 | return res; |
| 45 | } |
| 46 | VertexOutput vertex_main_inner() { |
| 47 | VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec4(0u)); |
| 48 | tint_symbol.pos = vec4(0.0f); |
| 49 | tint_symbol.prevent_dce = textureLoad_050c33(); |
| 50 | return tint_symbol; |
| 51 | } |
| 52 | void 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 | } |