// // 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 = 0, std140) uniform f_TintTextureUniformData_ubo { uvec4 metadata[1]; } v_1; uniform highp usampler3D f_arg_0; uvec4 textureLoad_1c562a() { uvec3 arg_1 = uvec3(1u); uint arg_2 = 1u; uvec3 v_2 = arg_1; uint v_3 = min(arg_2, (v_1.metadata[(0u / 4u)][(0u % 4u)] - 1u)); ivec3 v_4 = ivec3(min(v_2, (uvec3(textureSize(f_arg_0, int(v_3))) - uvec3(1u)))); uvec4 res = texelFetch(f_arg_0, v_4, int(v_3)); return res; } void main() { v.inner = textureLoad_1c562a(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { uvec4 inner; } v; layout(binding = 0, std140) uniform TintTextureUniformData_1_ubo { uvec4 metadata[1]; } v_1; uniform highp usampler3D arg_0; uvec4 textureLoad_1c562a() { uvec3 arg_1 = uvec3(1u); uint arg_2 = 1u; uvec3 v_2 = arg_1; uint v_3 = min(arg_2, (v_1.metadata[(0u / 4u)][(0u % 4u)] - 1u)); ivec3 v_4 = ivec3(min(v_2, (uvec3(textureSize(arg_0, int(v_3))) - uvec3(1u)))); uvec4 res = texelFetch(arg_0, v_4, int(v_3)); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_1c562a(); } // // vertex_main // #version 310 es struct VertexOutput { vec4 pos; uvec4 prevent_dce; }; layout(binding = 0, std140) uniform v_TintTextureUniformData_ubo { uvec4 metadata[1]; } v; uniform highp usampler3D v_arg_0; layout(location = 0) flat out uvec4 tint_interstage_location0; uvec4 textureLoad_1c562a() { uvec3 arg_1 = uvec3(1u); uint arg_2 = 1u; uvec3 v_1 = arg_1; uint v_2 = min(arg_2, (v.metadata[(0u / 4u)][(0u % 4u)] - 1u)); ivec3 v_3 = ivec3(min(v_1, (uvec3(textureSize(v_arg_0, int(v_2))) - uvec3(1u)))); uvec4 res = texelFetch(v_arg_0, v_3, int(v_2)); return res; } VertexOutput vertex_main_inner() { VertexOutput v_4 = VertexOutput(vec4(0.0f), uvec4(0u)); v_4.pos = vec4(0.0f); v_4.prevent_dce = textureLoad_1c562a(); return v_4; } void main() { VertexOutput v_5 = vertex_main_inner(); gl_Position = vec4(v_5.pos.x, -(v_5.pos.y), ((2.0f * v_5.pos.z) - v_5.pos.w), v_5.pos.w); tint_interstage_location0 = v_5.prevent_dce; gl_PointSize = 1.0f; }