// // 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_6bf4b7() { ivec3 arg_1 = ivec3(1); uint arg_2 = 1u; ivec3 v_2 = arg_1; uint v_3 = min(arg_2, (v_1.metadata[(0u / 4u)][(0u % 4u)] - 1u)); uvec3 v_4 = (uvec3(textureSize(f_arg_0, int(v_3))) - uvec3(1u)); ivec3 v_5 = ivec3(min(uvec3(v_2), v_4)); uvec4 res = texelFetch(f_arg_0, v_5, int(v_3)); return res; } void main() { v.inner = textureLoad_6bf4b7(); } // // 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_6bf4b7() { ivec3 arg_1 = ivec3(1); uint arg_2 = 1u; ivec3 v_2 = arg_1; uint v_3 = min(arg_2, (v_1.metadata[(0u / 4u)][(0u % 4u)] - 1u)); uvec3 v_4 = (uvec3(textureSize(arg_0, int(v_3))) - uvec3(1u)); ivec3 v_5 = ivec3(min(uvec3(v_2), v_4)); uvec4 res = texelFetch(arg_0, v_5, int(v_3)); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_6bf4b7(); } // // 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_6bf4b7() { ivec3 arg_1 = ivec3(1); uint arg_2 = 1u; ivec3 v_1 = arg_1; uint v_2 = min(arg_2, (v.metadata[(0u / 4u)][(0u % 4u)] - 1u)); uvec3 v_3 = (uvec3(textureSize(v_arg_0, int(v_2))) - uvec3(1u)); ivec3 v_4 = ivec3(min(uvec3(v_1), v_3)); uvec4 res = texelFetch(v_arg_0, v_4, int(v_2)); return res; } VertexOutput vertex_main_inner() { VertexOutput v_5 = VertexOutput(vec4(0.0f), uvec4(0u)); v_5.pos = vec4(0.0f); v_5.prevent_dce = textureLoad_6bf4b7(); return v_5; } void main() { VertexOutput v_6 = vertex_main_inner(); gl_Position = vec4(v_6.pos.x, -(v_6.pos.y), ((2.0f * v_6.pos.z) - v_6.pos.w), v_6.pos.w); tint_interstage_location0 = v_6.prevent_dce; gl_PointSize = 1.0f; }