#version 310 es #extension GL_AMD_gpu_shader_half_float : require float16_t tint_acosh(float16_t x) { return ((x < 1.0hf) ? 0.0hf : acosh(x)); } void acosh_a37dfe() { float16_t arg_0 = 2.0hf; float16_t res = tint_acosh(arg_0); } vec4 vertex_main() { acosh_a37dfe(); 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; float16_t tint_acosh(float16_t x) { return ((x < 1.0hf) ? 0.0hf : acosh(x)); } void acosh_a37dfe() { float16_t arg_0 = 2.0hf; float16_t res = tint_acosh(arg_0); } void fragment_main() { acosh_a37dfe(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require float16_t tint_acosh(float16_t x) { return ((x < 1.0hf) ? 0.0hf : acosh(x)); } void acosh_a37dfe() { float16_t arg_0 = 2.0hf; float16_t res = tint_acosh(arg_0); } void compute_main() { acosh_a37dfe(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }