#version 310 es #extension GL_AMD_gpu_shader_half_float : require void min_7c710a() { f16vec4 res = min(f16vec4(1.0hf), f16vec4(1.0hf)); } vec4 vertex_main() { min_7c710a(); 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; void min_7c710a() { f16vec4 res = min(f16vec4(1.0hf), f16vec4(1.0hf)); } void fragment_main() { min_7c710a(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require void min_7c710a() { f16vec4 res = min(f16vec4(1.0hf), f16vec4(1.0hf)); } void compute_main() { min_7c710a(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }