#version 310 es vec3 tint_acosh(vec3 x) { return mix(acosh(x), vec3(0.0f), lessThan(x, vec3(1.0f))); } void acosh_e38f5c() { vec3 arg_0 = vec3(2.0f); vec3 res = tint_acosh(arg_0); } vec4 vertex_main() { acosh_e38f5c(); 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; vec3 tint_acosh(vec3 x) { return mix(acosh(x), vec3(0.0f), lessThan(x, vec3(1.0f))); } void acosh_e38f5c() { vec3 arg_0 = vec3(2.0f); vec3 res = tint_acosh(arg_0); } void fragment_main() { acosh_e38f5c(); } void main() { fragment_main(); return; } #version 310 es vec3 tint_acosh(vec3 x) { return mix(acosh(x), vec3(0.0f), lessThan(x, vec3(1.0f))); } void acosh_e38f5c() { vec3 arg_0 = vec3(2.0f); vec3 res = tint_acosh(arg_0); } void compute_main() { acosh_e38f5c(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }