// // fragment_main // #version 460 precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { ivec4 inner; } v; layout(binding = 1, rg32i) uniform highp readonly iimage2D f_arg_0; ivec4 textureLoad_18ac11() { ivec4 res = imageLoad(f_arg_0, ivec2(uvec2(min(1u, (uvec2(imageSize(f_arg_0)).x - 1u)), 0u))); return res; } void main() { v.inner = textureLoad_18ac11(); } // // compute_main // #version 460 layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { ivec4 inner; } v; layout(binding = 1, rg32i) uniform highp readonly iimage2D arg_0; ivec4 textureLoad_18ac11() { ivec4 res = imageLoad(arg_0, ivec2(uvec2(min(1u, (uvec2(imageSize(arg_0)).x - 1u)), 0u))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_18ac11(); } // // vertex_main // #version 460 struct VertexOutput { vec4 pos; ivec4 prevent_dce; }; layout(binding = 0, rg32i) uniform highp readonly iimage2D v_arg_0; layout(location = 0) flat out ivec4 tint_interstage_location0; ivec4 textureLoad_18ac11() { ivec4 res = imageLoad(v_arg_0, ivec2(uvec2(min(1u, (uvec2(imageSize(v_arg_0)).x - 1u)), 0u))); return res; } VertexOutput vertex_main_inner() { VertexOutput v = VertexOutput(vec4(0.0f), ivec4(0)); v.pos = vec4(0.0f); v.prevent_dce = textureLoad_18ac11(); 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; }