blob: 8b9ac77196e00d21048a7c78353e9ac261db2ce6 [file] [log] [blame]
dan sinclair81247372024-09-18 00:01:43 +00001#version 310 es
2precision highp float;
3precision highp int;
dan sinclair6e93ca52024-08-28 23:58:04 +00004
dan sinclair81247372024-09-18 00:01:43 +00005layout(binding = 0, std430)
James Price71c1d542024-10-10 23:01:19 +00006buffer prevent_dce_block_1_ssbo {
7 uvec2 inner;
dan sinclair81247372024-09-18 00:01:43 +00008} v;
9layout(binding = 0, rgba32i) uniform highp readonly iimage2D arg_0;
10uvec2 textureDimensions_f48886() {
11 uvec2 res = uvec2(imageSize(arg_0));
12 return res;
13}
14void main() {
James Price71c1d542024-10-10 23:01:19 +000015 v.inner = textureDimensions_f48886();
dan sinclair81247372024-09-18 00:01:43 +000016}
17#version 310 es
dan sinclair6e93ca52024-08-28 23:58:04 +000018
dan sinclair81247372024-09-18 00:01:43 +000019layout(binding = 0, std430)
James Price71c1d542024-10-10 23:01:19 +000020buffer prevent_dce_block_1_ssbo {
21 uvec2 inner;
dan sinclair81247372024-09-18 00:01:43 +000022} v;
23layout(binding = 0, rgba32i) uniform highp readonly iimage2D arg_0;
24uvec2 textureDimensions_f48886() {
25 uvec2 res = uvec2(imageSize(arg_0));
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 = textureDimensions_f48886();
dan sinclair81247372024-09-18 00:01:43 +000031}
32#version 310 es
33
34
35struct VertexOutput {
36 vec4 pos;
37 uvec2 prevent_dce;
38};
39
40layout(binding = 0, rgba32i) uniform highp readonly iimage2D arg_0;
41layout(location = 0) flat out uvec2 vertex_main_loc0_Output;
42uvec2 textureDimensions_f48886() {
43 uvec2 res = uvec2(imageSize(arg_0));
44 return res;
45}
46VertexOutput vertex_main_inner() {
47 VertexOutput tint_symbol = VertexOutput(vec4(0.0f), uvec2(0u));
48 tint_symbol.pos = vec4(0.0f);
49 tint_symbol.prevent_dce = textureDimensions_f48886();
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}