#version 310 es #extension GL_AMD_gpu_shader_half_float : require f16vec2 tint_saturate(f16vec2 v) { return clamp(v, f16vec2(0.0hf), f16vec2(1.0hf)); } void saturate_cd2028() { f16vec2 res = tint_saturate(f16vec2(0.0hf)); } vec4 vertex_main() { saturate_cd2028(); 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; f16vec2 tint_saturate(f16vec2 v) { return clamp(v, f16vec2(0.0hf), f16vec2(1.0hf)); } void saturate_cd2028() { f16vec2 res = tint_saturate(f16vec2(0.0hf)); } void fragment_main() { saturate_cd2028(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require f16vec2 tint_saturate(f16vec2 v) { return clamp(v, f16vec2(0.0hf), f16vec2(1.0hf)); } void saturate_cd2028() { f16vec2 res = tint_saturate(f16vec2(0.0hf)); } void compute_main() { saturate_cd2028(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }