2022-10-05 01:39:53 +00:00
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#version 310 es
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void select_17441a() {
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bool arg_2 = true;
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2022-11-04 16:54:02 +00:00
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vec4 res = (arg_2 ? vec4(1.0f) : vec4(1.0f));
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2022-10-05 01:39:53 +00:00
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}
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vec4 vertex_main() {
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select_17441a();
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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2023-03-09 19:58:23 +00:00
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precision highp float;
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2022-10-05 01:39:53 +00:00
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void select_17441a() {
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bool arg_2 = true;
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2022-11-04 16:54:02 +00:00
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vec4 res = (arg_2 ? vec4(1.0f) : vec4(1.0f));
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2022-10-05 01:39:53 +00:00
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}
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void fragment_main() {
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select_17441a();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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void select_17441a() {
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bool arg_2 = true;
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2022-11-04 16:54:02 +00:00
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vec4 res = (arg_2 ? vec4(1.0f) : vec4(1.0f));
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2022-10-05 01:39:53 +00:00
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}
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void compute_main() {
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select_17441a();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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