// // 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 = 1, r32i) uniform highp readonly iimage2DArray f_arg_0; ivec4 textureLoad_8db0ce() { uint v_1 = min(1u, (uint(imageSize(f_arg_0).z) - 1u)); ivec2 v_2 = ivec2(min(uvec2(1u), (uvec2(imageSize(f_arg_0).xy) - uvec2(1u)))); ivec4 res = imageLoad(f_arg_0, ivec3(v_2, int(v_1))); return res; } void main() { v.inner = textureLoad_8db0ce(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { ivec4 inner; } v; layout(binding = 1, r32i) uniform highp readonly iimage2DArray arg_0; ivec4 textureLoad_8db0ce() { uint v_1 = min(1u, (uint(imageSize(arg_0).z) - 1u)); ivec2 v_2 = ivec2(min(uvec2(1u), (uvec2(imageSize(arg_0).xy) - uvec2(1u)))); ivec4 res = imageLoad(arg_0, ivec3(v_2, int(v_1))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_8db0ce(); } // // vertex_main // #version 310 es struct VertexOutput { vec4 pos; ivec4 prevent_dce; }; layout(binding = 0, r32i) uniform highp readonly iimage2DArray v_arg_0; layout(location = 0) flat out ivec4 tint_interstage_location0; ivec4 textureLoad_8db0ce() { uint v = min(1u, (uint(imageSize(v_arg_0).z) - 1u)); ivec2 v_1 = ivec2(min(uvec2(1u), (uvec2(imageSize(v_arg_0).xy) - uvec2(1u)))); ivec4 res = imageLoad(v_arg_0, ivec3(v_1, int(v))); return res; } VertexOutput vertex_main_inner() { VertexOutput v_2 = VertexOutput(vec4(0.0f), ivec4(0)); v_2.pos = vec4(0.0f); v_2.prevent_dce = textureLoad_8db0ce(); return v_2; } void main() { VertexOutput v_3 = vertex_main_inner(); gl_Position = vec4(v_3.pos.x, -(v_3.pos.y), ((2.0f * v_3.pos.z) - v_3.pos.w), v_3.pos.w); tint_interstage_location0 = v_3.prevent_dce; gl_PointSize = 1.0f; }