// // fragment_main // #version 460 precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { vec4 inner; } v; uniform highp samplerCubeArray f_arg_1_arg_2; vec4 textureGather_8578bc() { vec3 arg_3 = vec3(1.0f); uint arg_4 = 1u; vec3 v_1 = arg_3; vec4 v_2 = vec4(v_1, float(arg_4)); vec4 res = textureGather(f_arg_1_arg_2, v_2, int(1u)); return res; } void main() { v.inner = textureGather_8578bc(); } // // compute_main // #version 460 layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { vec4 inner; } v; uniform highp samplerCubeArray arg_1_arg_2; vec4 textureGather_8578bc() { vec3 arg_3 = vec3(1.0f); uint arg_4 = 1u; vec3 v_1 = arg_3; vec4 v_2 = vec4(v_1, float(arg_4)); vec4 res = textureGather(arg_1_arg_2, v_2, int(1u)); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureGather_8578bc(); } // // vertex_main // #version 460 struct VertexOutput { vec4 pos; vec4 prevent_dce; }; uniform highp samplerCubeArray v_arg_1_arg_2; layout(location = 0) flat out vec4 tint_interstage_location0; vec4 textureGather_8578bc() { vec3 arg_3 = vec3(1.0f); uint arg_4 = 1u; vec3 v = arg_3; vec4 v_1 = vec4(v, float(arg_4)); vec4 res = textureGather(v_arg_1_arg_2, v_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_8578bc(); 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; }