#version 310 es ivec3 tint_insert_bits(ivec3 v, ivec3 n, uint offset, uint count) { uint s = min(offset, 32u); uint e = min(32u, (s + count)); return bitfieldInsert(v, n, int(s), int((e - s))); } void insertBits_428b0b() { ivec3 res = tint_insert_bits(ivec3(1), ivec3(1), 1u, 1u); } vec4 vertex_main() { insertBits_428b0b(); 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; ivec3 tint_insert_bits(ivec3 v, ivec3 n, uint offset, uint count) { uint s = min(offset, 32u); uint e = min(32u, (s + count)); return bitfieldInsert(v, n, int(s), int((e - s))); } void insertBits_428b0b() { ivec3 res = tint_insert_bits(ivec3(1), ivec3(1), 1u, 1u); } void fragment_main() { insertBits_428b0b(); } void main() { fragment_main(); return; } #version 310 es ivec3 tint_insert_bits(ivec3 v, ivec3 n, uint offset, uint count) { uint s = min(offset, 32u); uint e = min(32u, (s + count)); return bitfieldInsert(v, n, int(s), int((e - s))); } void insertBits_428b0b() { ivec3 res = tint_insert_bits(ivec3(1), ivec3(1), 1u, 1u); } void compute_main() { insertBits_428b0b(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }