#version 310 es layout(rgba32i) uniform highp writeonly iimage2DArray arg_0; void textureNumLayers_13b4ce() { int res = imageSize(arg_0).z; } vec4 vertex_main() { textureNumLayers_13b4ce(); return vec4(0.0f, 0.0f, 0.0f, 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; layout(rgba32i) uniform highp writeonly iimage2DArray arg_0; void textureNumLayers_13b4ce() { int res = imageSize(arg_0).z; } void fragment_main() { textureNumLayers_13b4ce(); } void main() { fragment_main(); return; } #version 310 es layout(rgba32i) uniform highp writeonly iimage2DArray arg_0; void textureNumLayers_13b4ce() { int res = imageSize(arg_0).z; } void compute_main() { textureNumLayers_13b4ce(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }