#version 310 es vec4 tint_acosh(vec4 x) { return mix(acosh(x), vec4(0.0f), lessThan(x, vec4(1.0f))); } void acosh_d51ccb() { vec4 arg_0 = vec4(2.0f); vec4 res = tint_acosh(arg_0); } vec4 vertex_main() { acosh_d51ccb(); return vec4(0.0f); } void main() { gl_PointSize = 1.0; vec4 inner_result = vertex_main(); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision mediump float; vec4 tint_acosh(vec4 x) { return mix(acosh(x), vec4(0.0f), lessThan(x, vec4(1.0f))); } void acosh_d51ccb() { vec4 arg_0 = vec4(2.0f); vec4 res = tint_acosh(arg_0); } void fragment_main() { acosh_d51ccb(); } void main() { fragment_main(); return; } #version 310 es vec4 tint_acosh(vec4 x) { return mix(acosh(x), vec4(0.0f), lessThan(x, vec4(1.0f))); } void acosh_d51ccb() { vec4 arg_0 = vec4(2.0f); vec4 res = tint_acosh(arg_0); } void compute_main() { acosh_d51ccb(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }