// // fragment_main // #version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { vec4 inner; } v; uniform highp sampler2D f_arg_0_arg_1; vec4 textureSampleLevel_c6aca6() { vec2 arg_2 = vec2(1.0f); float arg_3 = 1.0f; vec4 res = textureLod(f_arg_0_arg_1, arg_2, arg_3); return res; } void main() { v.inner = textureSampleLevel_c6aca6(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { vec4 inner; } v; uniform highp sampler2D arg_0_arg_1; vec4 textureSampleLevel_c6aca6() { vec2 arg_2 = vec2(1.0f); float arg_3 = 1.0f; vec4 res = textureLod(arg_0_arg_1, arg_2, arg_3); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureSampleLevel_c6aca6(); } // // vertex_main // #version 310 es struct VertexOutput { vec4 pos; vec4 prevent_dce; }; uniform highp sampler2D v_arg_0_arg_1; layout(location = 0) flat out vec4 tint_interstage_location0; vec4 textureSampleLevel_c6aca6() { vec2 arg_2 = vec2(1.0f); float arg_3 = 1.0f; vec4 res = textureLod(v_arg_0_arg_1, arg_2, arg_3); return res; } VertexOutput vertex_main_inner() { VertexOutput v = VertexOutput(vec4(0.0f), vec4(0.0f)); v.pos = vec4(0.0f); v.prevent_dce = textureSampleLevel_c6aca6(); return v; } void main() { VertexOutput v_1 = vertex_main_inner(); gl_Position = vec4(v_1.pos.x, -(v_1.pos.y), ((2.0f * v_1.pos.z) - v_1.pos.w), v_1.pos.w); tint_interstage_location0 = v_1.prevent_dce; gl_PointSize = 1.0f; }