#version 310 es #extension GL_AMD_gpu_shader_half_float : require struct frexp_result_vec4_f16 { f16vec4 fract; ivec4 exp; }; frexp_result_vec4_f16 tint_frexp(f16vec4 param_0) { frexp_result_vec4_f16 result; result.fract = frexp(param_0, result.exp); return result; } void frexp_3dd21e() { f16vec4 arg_0 = f16vec4(1.0hf); frexp_result_vec4_f16 res = tint_frexp(arg_0); } vec4 vertex_main() { frexp_3dd21e(); 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 #extension GL_AMD_gpu_shader_half_float : require precision highp float; struct frexp_result_vec4_f16 { f16vec4 fract; ivec4 exp; }; frexp_result_vec4_f16 tint_frexp(f16vec4 param_0) { frexp_result_vec4_f16 result; result.fract = frexp(param_0, result.exp); return result; } void frexp_3dd21e() { f16vec4 arg_0 = f16vec4(1.0hf); frexp_result_vec4_f16 res = tint_frexp(arg_0); } void fragment_main() { frexp_3dd21e(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require struct frexp_result_vec4_f16 { f16vec4 fract; ivec4 exp; }; frexp_result_vec4_f16 tint_frexp(f16vec4 param_0) { frexp_result_vec4_f16 result; result.fract = frexp(param_0, result.exp); return result; } void frexp_3dd21e() { f16vec4 arg_0 = f16vec4(1.0hf); frexp_result_vec4_f16 res = tint_frexp(arg_0); } void compute_main() { frexp_3dd21e(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }