// // fragment_main // #version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { uvec4 inner; } v; uvec4 select_087ea4() { uvec4 arg_0 = uvec4(1u); uvec4 arg_1 = uvec4(1u); bool arg_2 = true; uvec4 v_1 = arg_0; uvec4 v_2 = arg_1; uvec4 res = mix(v_1, v_2, bvec4(arg_2)); return res; } void main() { v.inner = select_087ea4(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { uvec4 inner; } v; uvec4 select_087ea4() { uvec4 arg_0 = uvec4(1u); uvec4 arg_1 = uvec4(1u); bool arg_2 = true; uvec4 v_1 = arg_0; uvec4 v_2 = arg_1; uvec4 res = mix(v_1, v_2, bvec4(arg_2)); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = select_087ea4(); } // // vertex_main // #version 310 es struct VertexOutput { vec4 pos; uvec4 prevent_dce; }; layout(location = 0) flat out uvec4 tint_interstage_location0; uvec4 select_087ea4() { uvec4 arg_0 = uvec4(1u); uvec4 arg_1 = uvec4(1u); bool arg_2 = true; uvec4 v = arg_0; uvec4 v_1 = arg_1; uvec4 res = mix(v, v_1, bvec4(arg_2)); return res; } VertexOutput vertex_main_inner() { VertexOutput v_2 = VertexOutput(vec4(0.0f), uvec4(0u)); v_2.pos = vec4(0.0f); v_2.prevent_dce = select_087ea4(); 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; }