| #version 310 es |
| |
| void any_0e3e58() { |
| bool res = any(bvec2(false, false)); |
| } |
| |
| vec4 vertex_main() { |
| any_0e3e58(); |
| return vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| |
| void main() { |
| vec4 inner_result = vertex_main(); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |
| #version 310 es |
| precision mediump float; |
| |
| void any_0e3e58() { |
| bool res = any(bvec2(false, false)); |
| } |
| |
| void fragment_main() { |
| any_0e3e58(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| |
| void any_0e3e58() { |
| bool res = any(bvec2(false, false)); |
| } |
| |
| void compute_main() { |
| any_0e3e58(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |