#version 310 es uint tint_int_dot(uvec4 a, uvec4 b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3]; } layout(binding = 0, std430) buffer prevent_dce_block_ssbo { uint inner; } prevent_dce; void dot_e994c7() { uvec4 arg_0 = uvec4(1u); uvec4 arg_1 = uvec4(1u); uint res = tint_int_dot(arg_0, arg_1); prevent_dce.inner = res; } vec4 vertex_main() { dot_e994c7(); 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 highp float; uint tint_int_dot(uvec4 a, uvec4 b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3]; } layout(binding = 0, std430) buffer prevent_dce_block_ssbo { uint inner; } prevent_dce; void dot_e994c7() { uvec4 arg_0 = uvec4(1u); uvec4 arg_1 = uvec4(1u); uint res = tint_int_dot(arg_0, arg_1); prevent_dce.inner = res; } void fragment_main() { dot_e994c7(); } void main() { fragment_main(); return; } #version 310 es uint tint_int_dot(uvec4 a, uvec4 b) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3]; } layout(binding = 0, std430) buffer prevent_dce_block_ssbo { uint inner; } prevent_dce; void dot_e994c7() { uvec4 arg_0 = uvec4(1u); uvec4 arg_1 = uvec4(1u); uint res = tint_int_dot(arg_0, arg_1); prevent_dce.inner = res; } void compute_main() { dot_e994c7(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }