// // fragment_main // #version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { ivec4 inner; } v; ivec4 firstTrailingBit_86551b() { ivec4 arg_0 = ivec4(1); uvec4 v_1 = uvec4(arg_0); uvec4 v_2 = mix(uvec4(0u), uvec4(16u), equal((v_1 & uvec4(65535u)), uvec4(0u))); uvec4 v_3 = (v_1 >> v_2); uvec4 v_4 = mix(uvec4(0u), uvec4(8u), equal((v_3 & uvec4(255u)), uvec4(0u))); uvec4 v_5 = (v_3 >> v_4); uvec4 v_6 = mix(uvec4(0u), uvec4(4u), equal((v_5 & uvec4(15u)), uvec4(0u))); uvec4 v_7 = (v_5 >> v_6); uvec4 v_8 = mix(uvec4(0u), uvec4(2u), equal((v_7 & uvec4(3u)), uvec4(0u))); uvec4 v_9 = (v_7 >> v_8); ivec4 res = ivec4(mix((v_2 | (v_4 | (v_6 | (v_8 | mix(uvec4(0u), uvec4(1u), equal((v_9 & uvec4(1u)), uvec4(0u))))))), uvec4(4294967295u), equal(v_9, uvec4(0u)))); return res; } void main() { v.inner = firstTrailingBit_86551b(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { ivec4 inner; } v; ivec4 firstTrailingBit_86551b() { ivec4 arg_0 = ivec4(1); uvec4 v_1 = uvec4(arg_0); uvec4 v_2 = mix(uvec4(0u), uvec4(16u), equal((v_1 & uvec4(65535u)), uvec4(0u))); uvec4 v_3 = (v_1 >> v_2); uvec4 v_4 = mix(uvec4(0u), uvec4(8u), equal((v_3 & uvec4(255u)), uvec4(0u))); uvec4 v_5 = (v_3 >> v_4); uvec4 v_6 = mix(uvec4(0u), uvec4(4u), equal((v_5 & uvec4(15u)), uvec4(0u))); uvec4 v_7 = (v_5 >> v_6); uvec4 v_8 = mix(uvec4(0u), uvec4(2u), equal((v_7 & uvec4(3u)), uvec4(0u))); uvec4 v_9 = (v_7 >> v_8); ivec4 res = ivec4(mix((v_2 | (v_4 | (v_6 | (v_8 | mix(uvec4(0u), uvec4(1u), equal((v_9 & uvec4(1u)), uvec4(0u))))))), uvec4(4294967295u), equal(v_9, uvec4(0u)))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = firstTrailingBit_86551b(); } // // vertex_main // #version 310 es struct VertexOutput { vec4 pos; ivec4 prevent_dce; }; layout(location = 0) flat out ivec4 tint_interstage_location0; ivec4 firstTrailingBit_86551b() { ivec4 arg_0 = ivec4(1); uvec4 v = uvec4(arg_0); uvec4 v_1 = mix(uvec4(0u), uvec4(16u), equal((v & uvec4(65535u)), uvec4(0u))); uvec4 v_2 = (v >> v_1); uvec4 v_3 = mix(uvec4(0u), uvec4(8u), equal((v_2 & uvec4(255u)), uvec4(0u))); uvec4 v_4 = (v_2 >> v_3); uvec4 v_5 = mix(uvec4(0u), uvec4(4u), equal((v_4 & uvec4(15u)), uvec4(0u))); uvec4 v_6 = (v_4 >> v_5); uvec4 v_7 = mix(uvec4(0u), uvec4(2u), equal((v_6 & uvec4(3u)), uvec4(0u))); uvec4 v_8 = (v_6 >> v_7); ivec4 res = ivec4(mix((v_1 | (v_3 | (v_5 | (v_7 | mix(uvec4(0u), uvec4(1u), equal((v_8 & uvec4(1u)), uvec4(0u))))))), uvec4(4294967295u), equal(v_8, uvec4(0u)))); return res; } VertexOutput vertex_main_inner() { VertexOutput v_9 = VertexOutput(vec4(0.0f), ivec4(0)); v_9.pos = vec4(0.0f); v_9.prevent_dce = firstTrailingBit_86551b(); return v_9; } void main() { VertexOutput v_10 = vertex_main_inner(); gl_Position = vec4(v_10.pos.x, -(v_10.pos.y), ((2.0f * v_10.pos.z) - v_10.pos.w), v_10.pos.w); tint_interstage_location0 = v_10.prevent_dce; gl_PointSize = 1.0f; }