#version 310 es #extension GL_AMD_gpu_shader_half_float : require f16vec3 tint_degrees(f16vec3 param_0) { return param_0 * 57.295779513082322865hf; } void degrees_dfe8f4() { f16vec3 res = tint_degrees(f16vec3(1.0hf)); } vec4 vertex_main() { degrees_dfe8f4(); 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; f16vec3 tint_degrees(f16vec3 param_0) { return param_0 * 57.295779513082322865hf; } void degrees_dfe8f4() { f16vec3 res = tint_degrees(f16vec3(1.0hf)); } void fragment_main() { degrees_dfe8f4(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require f16vec3 tint_degrees(f16vec3 param_0) { return param_0 * 57.295779513082322865hf; } void degrees_dfe8f4() { f16vec3 res = tint_degrees(f16vec3(1.0hf)); } void compute_main() { degrees_dfe8f4(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }