2022-12-07 04:33:24 +00:00
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#version 310 es
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#extension GL_OES_sample_variables : require
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#extension GL_AMD_gpu_shader_half_float : require
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2023-03-09 19:58:23 +00:00
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precision highp float;
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2022-12-07 04:33:24 +00:00
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layout(location = 0) flat in int loc0_1;
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layout(location = 1) flat in uint loc1_1;
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layout(location = 3) in vec4 loc3_1;
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layout(location = 5) in f16vec3 loc5_1;
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layout(location = 2) in float loc2_1;
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layout(location = 4) in float16_t loc4_1;
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struct FragmentInputs0 {
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vec4 position;
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int loc0;
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};
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struct FragmentInputs1 {
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vec4 loc3;
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f16vec3 loc5;
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uint sample_mask;
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};
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void tint_symbol(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2, float16_t loc4) {
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if (front_facing) {
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vec4 foo = inputs0.position;
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uint bar = (sample_index + inputs1.sample_mask);
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int i = inputs0.loc0;
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uint u = loc1;
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float f = loc2;
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vec4 v = inputs1.loc3;
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float16_t x = loc4;
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f16vec3 y = inputs1.loc5;
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}
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}
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void main() {
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FragmentInputs0 tint_symbol_1 = FragmentInputs0(gl_FragCoord, loc0_1);
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FragmentInputs1 tint_symbol_2 = FragmentInputs1(loc3_1, loc5_1, uint(gl_SampleMaskIn[0]));
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tint_symbol(tint_symbol_1, gl_FrontFacing, loc1_1, uint(gl_SampleID), tint_symbol_2, loc2_1, loc4_1);
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return;
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}
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