// // fragment_main // #version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { vec4 inner; } v; uniform highp sampler2DArray f_arg_1_arg_2; vec4 textureGather_831549() { vec2 arg_3 = vec2(1.0f); int arg_4 = 1; vec2 v_1 = arg_3; vec3 v_2 = vec3(v_1, float(arg_4)); vec4 res = textureGatherOffset(f_arg_1_arg_2, v_2, ivec2(1), int(1u)); return res; } void main() { v.inner = textureGather_831549(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { vec4 inner; } v; uniform highp sampler2DArray arg_1_arg_2; vec4 textureGather_831549() { vec2 arg_3 = vec2(1.0f); int arg_4 = 1; vec2 v_1 = arg_3; vec3 v_2 = vec3(v_1, float(arg_4)); vec4 res = textureGatherOffset(arg_1_arg_2, v_2, ivec2(1), int(1u)); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureGather_831549(); } // // vertex_main // #version 310 es struct VertexOutput { vec4 pos; vec4 prevent_dce; }; uniform highp sampler2DArray v_arg_1_arg_2; layout(location = 0) flat out vec4 tint_interstage_location0; vec4 textureGather_831549() { vec2 arg_3 = vec2(1.0f); int arg_4 = 1; vec2 v = arg_3; vec3 v_1 = vec3(v, float(arg_4)); vec4 res = textureGatherOffset(v_arg_1_arg_2, v_1, ivec2(1), int(1u)); return res; } VertexOutput vertex_main_inner() { VertexOutput v_2 = VertexOutput(vec4(0.0f), vec4(0.0f)); v_2.pos = vec4(0.0f); v_2.prevent_dce = textureGather_831549(); 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; }