// // 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 usampler2DArray f_arg_0; uvec4 textureLoad_7ab4df() { ivec2 arg_1 = ivec2(1); uint arg_2 = 1u; int arg_3 = 1; ivec2 v_2 = arg_1; uint v_3 = arg_2; int v_4 = arg_3; uint v_5 = min(v_3, (uint(textureSize(f_arg_0, 0).z) - 1u)); uint v_6 = (v_1.metadata[(0u / 4u)][(0u % 4u)] - 1u); uint v_7 = min(uint(v_4), v_6); uvec2 v_8 = (uvec2(textureSize(f_arg_0, int(v_7)).xy) - uvec2(1u)); ivec2 v_9 = ivec2(min(uvec2(v_2), v_8)); ivec3 v_10 = ivec3(v_9, int(v_5)); uvec4 res = texelFetch(f_arg_0, v_10, int(v_7)); return res; } void main() { v.inner = textureLoad_7ab4df(); } // // 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 usampler2DArray arg_0; uvec4 textureLoad_7ab4df() { ivec2 arg_1 = ivec2(1); uint arg_2 = 1u; int arg_3 = 1; ivec2 v_2 = arg_1; uint v_3 = arg_2; int v_4 = arg_3; uint v_5 = min(v_3, (uint(textureSize(arg_0, 0).z) - 1u)); uint v_6 = (v_1.metadata[(0u / 4u)][(0u % 4u)] - 1u); uint v_7 = min(uint(v_4), v_6); uvec2 v_8 = (uvec2(textureSize(arg_0, int(v_7)).xy) - uvec2(1u)); ivec2 v_9 = ivec2(min(uvec2(v_2), v_8)); ivec3 v_10 = ivec3(v_9, int(v_5)); uvec4 res = texelFetch(arg_0, v_10, int(v_7)); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_7ab4df(); } // // 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 usampler2DArray v_arg_0; layout(location = 0) flat out uvec4 tint_interstage_location0; uvec4 textureLoad_7ab4df() { ivec2 arg_1 = ivec2(1); uint arg_2 = 1u; int arg_3 = 1; ivec2 v_1 = arg_1; uint v_2 = arg_2; int v_3 = arg_3; uint v_4 = min(v_2, (uint(textureSize(v_arg_0, 0).z) - 1u)); uint v_5 = (v.metadata[(0u / 4u)][(0u % 4u)] - 1u); uint v_6 = min(uint(v_3), v_5); uvec2 v_7 = (uvec2(textureSize(v_arg_0, int(v_6)).xy) - uvec2(1u)); ivec2 v_8 = ivec2(min(uvec2(v_1), v_7)); ivec3 v_9 = ivec3(v_8, int(v_4)); uvec4 res = texelFetch(v_arg_0, v_9, int(v_6)); return res; } VertexOutput vertex_main_inner() { VertexOutput v_10 = VertexOutput(vec4(0.0f), uvec4(0u)); v_10.pos = vec4(0.0f); v_10.prevent_dce = textureLoad_7ab4df(); return v_10; } void main() { VertexOutput v_11 = vertex_main_inner(); gl_Position = vec4(v_11.pos.x, -(v_11.pos.y), ((2.0f * v_11.pos.z) - v_11.pos.w), v_11.pos.w); tint_interstage_location0 = v_11.prevent_dce; gl_PointSize = 1.0f; }