// // fragment_main // #version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { uvec4 inner; } v; layout(binding = 1, rgba16ui) uniform highp readonly uimage2DArray f_arg_0; uvec4 textureLoad_127e12() { ivec2 arg_1 = ivec2(1); int arg_2 = 1; ivec2 v_1 = arg_1; int v_2 = arg_2; uint v_3 = (uint(imageSize(f_arg_0).z) - 1u); uint v_4 = min(uint(v_2), v_3); uvec2 v_5 = (uvec2(imageSize(f_arg_0).xy) - uvec2(1u)); ivec2 v_6 = ivec2(min(uvec2(v_1), v_5)); uvec4 res = imageLoad(f_arg_0, ivec3(v_6, int(v_4))); return res; } void main() { v.inner = textureLoad_127e12(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { uvec4 inner; } v; layout(binding = 1, rgba16ui) uniform highp readonly uimage2DArray arg_0; uvec4 textureLoad_127e12() { ivec2 arg_1 = ivec2(1); int arg_2 = 1; ivec2 v_1 = arg_1; int v_2 = arg_2; uint v_3 = (uint(imageSize(arg_0).z) - 1u); uint v_4 = min(uint(v_2), v_3); uvec2 v_5 = (uvec2(imageSize(arg_0).xy) - uvec2(1u)); ivec2 v_6 = ivec2(min(uvec2(v_1), v_5)); uvec4 res = imageLoad(arg_0, ivec3(v_6, int(v_4))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_127e12(); } // // vertex_main // #version 310 es struct VertexOutput { vec4 pos; uvec4 prevent_dce; }; layout(binding = 0, rgba16ui) uniform highp readonly uimage2DArray v_arg_0; layout(location = 0) flat out uvec4 tint_interstage_location0; uvec4 textureLoad_127e12() { ivec2 arg_1 = ivec2(1); int arg_2 = 1; ivec2 v = arg_1; int v_1 = arg_2; uint v_2 = (uint(imageSize(v_arg_0).z) - 1u); uint v_3 = min(uint(v_1), v_2); uvec2 v_4 = (uvec2(imageSize(v_arg_0).xy) - uvec2(1u)); ivec2 v_5 = ivec2(min(uvec2(v), v_4)); uvec4 res = imageLoad(v_arg_0, ivec3(v_5, int(v_3))); return res; } VertexOutput vertex_main_inner() { VertexOutput v_6 = VertexOutput(vec4(0.0f), uvec4(0u)); v_6.pos = vec4(0.0f); v_6.prevent_dce = textureLoad_127e12(); return v_6; } void main() { VertexOutput v_7 = vertex_main_inner(); gl_Position = vec4(v_7.pos.x, -(v_7.pos.y), ((2.0f * v_7.pos.z) - v_7.pos.w), v_7.pos.w); tint_interstage_location0 = v_7.prevent_dce; gl_PointSize = 1.0f; }