#version 310 es vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) { vec2 dims = vec2(uvec2(textureSize(t_1, 0))); vec2 half_texel = (vec2(0.5f) / dims); vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel)); return textureLod(t_s, clamped, 0.0f); } uniform highp sampler2D arg_0_1; uniform highp sampler2D arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureSampleBaseClampToEdge_9ca02c() { vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f)); prevent_dce.inner = res; } vec4 vertex_main() { textureSampleBaseClampToEdge_9ca02c(); 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_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) { vec2 dims = vec2(uvec2(textureSize(t_1, 0))); vec2 half_texel = (vec2(0.5f) / dims); vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel)); return textureLod(t_s, clamped, 0.0f); } uniform highp sampler2D arg_0_1; uniform highp sampler2D arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureSampleBaseClampToEdge_9ca02c() { vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f)); prevent_dce.inner = res; } void fragment_main() { textureSampleBaseClampToEdge_9ca02c(); } void main() { fragment_main(); return; } #version 310 es vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) { vec2 dims = vec2(uvec2(textureSize(t_1, 0))); vec2 half_texel = (vec2(0.5f) / dims); vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel)); return textureLod(t_s, clamped, 0.0f); } uniform highp sampler2D arg_0_1; uniform highp sampler2D arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureSampleBaseClampToEdge_9ca02c() { vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f)); prevent_dce.inner = res; } void compute_main() { textureSampleBaseClampToEdge_9ca02c(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }