| #version 310 es |
| precision mediump float; |
| |
| uniform highp sampler3D arg_0; |
| |
| void textureLoad_1f2016() { |
| vec4 res = texelFetch(arg_0, ivec3(0, 0, 0), 0); |
| } |
| |
| struct tint_symbol { |
| vec4 value; |
| }; |
| |
| vec4 vertex_main_inner() { |
| textureLoad_1f2016(); |
| return vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| |
| tint_symbol vertex_main() { |
| vec4 inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f)); |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| void main() { |
| tint_symbol outputs; |
| outputs = vertex_main(); |
| gl_Position = outputs.value; |
| gl_Position.y = -gl_Position.y; |
| } |
| |
| |
| #version 310 es |
| precision mediump float; |
| |
| uniform highp sampler3D arg_0; |
| |
| void textureLoad_1f2016() { |
| vec4 res = texelFetch(arg_0, ivec3(0, 0, 0), 0); |
| } |
| |
| struct tint_symbol { |
| vec4 value; |
| }; |
| |
| void fragment_main() { |
| textureLoad_1f2016(); |
| return; |
| } |
| void main() { |
| fragment_main(); |
| } |
| |
| |
| #version 310 es |
| precision mediump float; |
| |
| uniform highp sampler3D arg_0; |
| |
| void textureLoad_1f2016() { |
| vec4 res = texelFetch(arg_0, ivec3(0, 0, 0), 0); |
| } |
| |
| struct tint_symbol { |
| vec4 value; |
| }; |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void compute_main() { |
| textureLoad_1f2016(); |
| return; |
| } |
| void main() { |
| compute_main(); |
| } |
| |
| |