#version 310 es #extension GL_AMD_gpu_shader_half_float : require f16vec4 tint_saturate(f16vec4 v) { return clamp(v, f16vec4(0.0hf), f16vec4(1.0hf)); } layout(binding = 0, std430) buffer prevent_dce_block_ssbo { f16vec4 inner; } prevent_dce; void saturate_dcde71() { f16vec4 arg_0 = f16vec4(2.0hf); f16vec4 res = tint_saturate(arg_0); prevent_dce.inner = res; } vec4 vertex_main() { saturate_dcde71(); 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 highp float; f16vec4 tint_saturate(f16vec4 v) { return clamp(v, f16vec4(0.0hf), f16vec4(1.0hf)); } layout(binding = 0, std430) buffer prevent_dce_block_ssbo { f16vec4 inner; } prevent_dce; void saturate_dcde71() { f16vec4 arg_0 = f16vec4(2.0hf); f16vec4 res = tint_saturate(arg_0); prevent_dce.inner = res; } void fragment_main() { saturate_dcde71(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require f16vec4 tint_saturate(f16vec4 v) { return clamp(v, f16vec4(0.0hf), f16vec4(1.0hf)); } layout(binding = 0, std430) buffer prevent_dce_block_ssbo { f16vec4 inner; } prevent_dce; void saturate_dcde71() { f16vec4 arg_0 = f16vec4(2.0hf); f16vec4 res = tint_saturate(arg_0); prevent_dce.inner = res; } void compute_main() { saturate_dcde71(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }