// // fragment_main // #version 460 #extension GL_EXT_texture_shadow_lod: require precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { float inner; } v; uniform highp sampler2DArrayShadow f_arg_0_arg_1; float textureSampleLevel_cdfe0f() { vec2 arg_2 = vec2(1.0f); uint arg_3 = 1u; uint arg_4 = 1u; vec2 v_1 = arg_2; uint v_2 = arg_4; vec4 v_3 = vec4(v_1, float(arg_3), 0.0f); float res = textureLodOffset(f_arg_0_arg_1, v_3, float(v_2), ivec2(1)); return res; } void main() { v.inner = textureSampleLevel_cdfe0f(); } // // compute_main // #version 460 #extension GL_EXT_texture_shadow_lod: require layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { float inner; } v; uniform highp sampler2DArrayShadow arg_0_arg_1; float textureSampleLevel_cdfe0f() { vec2 arg_2 = vec2(1.0f); uint arg_3 = 1u; uint arg_4 = 1u; vec2 v_1 = arg_2; uint v_2 = arg_4; vec4 v_3 = vec4(v_1, float(arg_3), 0.0f); float res = textureLodOffset(arg_0_arg_1, v_3, float(v_2), ivec2(1)); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureSampleLevel_cdfe0f(); } // // vertex_main // #version 460 #extension GL_EXT_texture_shadow_lod: require struct VertexOutput { vec4 pos; float prevent_dce; }; uniform highp sampler2DArrayShadow v_arg_0_arg_1; layout(location = 0) flat out float tint_interstage_location0; float textureSampleLevel_cdfe0f() { vec2 arg_2 = vec2(1.0f); uint arg_3 = 1u; uint arg_4 = 1u; vec2 v = arg_2; uint v_1 = arg_4; vec4 v_2 = vec4(v, float(arg_3), 0.0f); float res = textureLodOffset(v_arg_0_arg_1, v_2, float(v_1), ivec2(1)); return res; } VertexOutput vertex_main_inner() { VertexOutput v_3 = VertexOutput(vec4(0.0f), 0.0f); v_3.pos = vec4(0.0f); v_3.prevent_dce = textureSampleLevel_cdfe0f(); return v_3; } void main() { VertexOutput v_4 = vertex_main_inner(); gl_Position = vec4(v_4.pos.x, -(v_4.pos.y), ((2.0f * v_4.pos.z) - v_4.pos.w), v_4.pos.w); tint_interstage_location0 = v_4.prevent_dce; gl_PointSize = 1.0f; }