// // fragment_main // #version 310 es #extension GL_AMD_gpu_shader_half_float: require precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { f16vec4 inner; } v; f16vec4 bitcast_3e7b47() { f16vec4 res = f16vec4(1.0hf); return res; } void main() { v.inner = bitcast_3e7b47(); } // // compute_main // #version 310 es #extension GL_AMD_gpu_shader_half_float: require layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { f16vec4 inner; } v; f16vec4 bitcast_3e7b47() { f16vec4 res = f16vec4(1.0hf); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = bitcast_3e7b47(); } // // vertex_main // #version 310 es #extension GL_AMD_gpu_shader_half_float: require struct VertexOutput { vec4 pos; f16vec4 prevent_dce; }; layout(location = 0) flat out f16vec4 tint_interstage_location0; f16vec4 bitcast_3e7b47() { f16vec4 res = f16vec4(1.0hf); return res; } VertexOutput vertex_main_inner() { VertexOutput v = VertexOutput(vec4(0.0f), f16vec4(0.0hf)); v.pos = vec4(0.0f); v.prevent_dce = bitcast_3e7b47(); return v; } void main() { VertexOutput v_1 = vertex_main_inner(); gl_Position = vec4(v_1.pos.x, -(v_1.pos.y), ((2.0f * v_1.pos.z) - v_1.pos.w), v_1.pos.w); tint_interstage_location0 = v_1.prevent_dce; gl_PointSize = 1.0f; }