#version 310 es uint tint_int_dot(uvec3 a, uvec3 b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } void dot_7548a0() { uvec3 arg_0 = uvec3(0u); uvec3 arg_1 = uvec3(0u); uint res = tint_int_dot(arg_0, arg_1); } vec4 vertex_main() { dot_7548a0(); 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; uint tint_int_dot(uvec3 a, uvec3 b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } void dot_7548a0() { uvec3 arg_0 = uvec3(0u); uvec3 arg_1 = uvec3(0u); uint res = tint_int_dot(arg_0, arg_1); } void fragment_main() { dot_7548a0(); } void main() { fragment_main(); return; } #version 310 es uint tint_int_dot(uvec3 a, uvec3 b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } void dot_7548a0() { uvec3 arg_0 = uvec3(0u); uvec3 arg_1 = uvec3(0u); uint res = tint_int_dot(arg_0, arg_1); } void compute_main() { dot_7548a0(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }