// // fragment_main // #version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { ivec4 inner; } v; layout(binding = 0, std140) uniform f_TintTextureUniformData_ubo { uvec4 metadata[1]; } v_1; uniform highp isampler2DArray f_arg_0; ivec4 textureLoad_3d3fd1() { uint v_2 = min(1u, (uint(textureSize(f_arg_0, 0).z) - 1u)); uint v_3 = (v_1.metadata[(0u / 4u)][(0u % 4u)] - 1u); uint v_4 = min(uint(1), v_3); ivec2 v_5 = ivec2(min(uvec2(1u), (uvec2(textureSize(f_arg_0, int(v_4)).xy) - uvec2(1u)))); ivec3 v_6 = ivec3(v_5, int(v_2)); ivec4 res = texelFetch(f_arg_0, v_6, int(v_4)); return res; } void main() { v.inner = textureLoad_3d3fd1(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { ivec4 inner; } v; layout(binding = 0, std140) uniform TintTextureUniformData_1_ubo { uvec4 metadata[1]; } v_1; uniform highp isampler2DArray arg_0; ivec4 textureLoad_3d3fd1() { uint v_2 = min(1u, (uint(textureSize(arg_0, 0).z) - 1u)); uint v_3 = (v_1.metadata[(0u / 4u)][(0u % 4u)] - 1u); uint v_4 = min(uint(1), v_3); ivec2 v_5 = ivec2(min(uvec2(1u), (uvec2(textureSize(arg_0, int(v_4)).xy) - uvec2(1u)))); ivec3 v_6 = ivec3(v_5, int(v_2)); ivec4 res = texelFetch(arg_0, v_6, int(v_4)); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_3d3fd1(); } // // vertex_main // #version 310 es struct VertexOutput { vec4 pos; ivec4 prevent_dce; }; layout(binding = 0, std140) uniform v_TintTextureUniformData_ubo { uvec4 metadata[1]; } v; uniform highp isampler2DArray v_arg_0; layout(location = 0) flat out ivec4 tint_interstage_location0; ivec4 textureLoad_3d3fd1() { uint v_1 = min(1u, (uint(textureSize(v_arg_0, 0).z) - 1u)); uint v_2 = (v.metadata[(0u / 4u)][(0u % 4u)] - 1u); uint v_3 = min(uint(1), v_2); ivec2 v_4 = ivec2(min(uvec2(1u), (uvec2(textureSize(v_arg_0, int(v_3)).xy) - uvec2(1u)))); ivec3 v_5 = ivec3(v_4, int(v_1)); ivec4 res = texelFetch(v_arg_0, v_5, int(v_3)); return res; } VertexOutput vertex_main_inner() { VertexOutput v_6 = VertexOutput(vec4(0.0f), ivec4(0)); v_6.pos = vec4(0.0f); v_6.prevent_dce = textureLoad_3d3fd1(); return v_6; } void main() { VertexOutput v_7 = vertex_main_inner(); gl_Position = vec4(v_7.pos.x, -(v_7.pos.y), ((2.0f * v_7.pos.z) - v_7.pos.w), v_7.pos.w); tint_interstage_location0 = v_7.prevent_dce; gl_PointSize = 1.0f; }