#version 310 es #extension GL_AMD_gpu_shader_half_float : require float16_t tint_saturate(float16_t v) { return clamp(v, 0.0hf, 1.0hf); } layout(binding = 0, std430) buffer prevent_dce_block_ssbo { float16_t inner; } prevent_dce; void saturate_e8df56() { float16_t arg_0 = 2.0hf; float16_t res = tint_saturate(arg_0); prevent_dce.inner = res; } vec4 vertex_main() { saturate_e8df56(); 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 mediump float; float16_t tint_saturate(float16_t v) { return clamp(v, 0.0hf, 1.0hf); } layout(binding = 0, std430) buffer prevent_dce_block_ssbo { float16_t inner; } prevent_dce; void saturate_e8df56() { float16_t arg_0 = 2.0hf; float16_t res = tint_saturate(arg_0); prevent_dce.inner = res; } void fragment_main() { saturate_e8df56(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require float16_t tint_saturate(float16_t v) { return clamp(v, 0.0hf, 1.0hf); } layout(binding = 0, std430) buffer prevent_dce_block_ssbo { float16_t inner; } prevent_dce; void saturate_e8df56() { float16_t arg_0 = 2.0hf; float16_t res = tint_saturate(arg_0); prevent_dce.inner = res; } void compute_main() { saturate_e8df56(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }