// // fragment_main // #version 460 precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { uint inner; } v; layout(binding = 1, r8) uniform highp readonly image2DArray f_arg_0; uint textureNumLayers_59cc27() { uint res = uint(imageSize(f_arg_0).z); return res; } void main() { v.inner = textureNumLayers_59cc27(); } // // compute_main // #version 460 layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { uint inner; } v; layout(binding = 1, r8) uniform highp readonly image2DArray arg_0; uint textureNumLayers_59cc27() { uint res = uint(imageSize(arg_0).z); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureNumLayers_59cc27(); } // // vertex_main // #version 460 struct VertexOutput { vec4 pos; uint prevent_dce; }; layout(binding = 0, r8) uniform highp readonly image2DArray v_arg_0; layout(location = 0) flat out uint tint_interstage_location0; uint textureNumLayers_59cc27() { uint res = uint(imageSize(v_arg_0).z); return res; } VertexOutput vertex_main_inner() { VertexOutput v = VertexOutput(vec4(0.0f), 0u); v.pos = vec4(0.0f); v.prevent_dce = textureNumLayers_59cc27(); 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; }