#version 310 es #extension GL_AMD_gpu_shader_half_float : require f16vec2 tint_acosh(f16vec2 x) { return mix(acosh(x), f16vec2(0.0hf), lessThan(x, f16vec2(1.0hf))); } void acosh_5f49d8() { f16vec2 arg_0 = f16vec2(1.0hf); f16vec2 res = tint_acosh(arg_0); } vec4 vertex_main() { acosh_5f49d8(); 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; f16vec2 tint_acosh(f16vec2 x) { return mix(acosh(x), f16vec2(0.0hf), lessThan(x, f16vec2(1.0hf))); } void acosh_5f49d8() { f16vec2 arg_0 = f16vec2(1.0hf); f16vec2 res = tint_acosh(arg_0); } void fragment_main() { acosh_5f49d8(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require f16vec2 tint_acosh(f16vec2 x) { return mix(acosh(x), f16vec2(0.0hf), lessThan(x, f16vec2(1.0hf))); } void acosh_5f49d8() { f16vec2 arg_0 = f16vec2(1.0hf); f16vec2 res = tint_acosh(arg_0); } void compute_main() { acosh_5f49d8(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }