#version 310 es precision mediump float; vec4 tint_symbol_1 = vec4(0.0f, 0.0f, 0.0f, 0.0f); uniform highp sampler2DMS arg_0_1; void textureLoad_6273b1() { float res = 0.0f; vec4 x_17 = vec4(texelFetch(arg_0_1, ivec2(0, 0), 1).x, 0.0f, 0.0f, 0.0f); res = x_17.x; return; } void tint_symbol_2(vec4 tint_symbol) { tint_symbol_1 = tint_symbol; return; } void vertex_main_1() { textureLoad_6273b1(); tint_symbol_2(vec4(0.0f, 0.0f, 0.0f, 0.0f)); return; } struct vertex_main_out { vec4 tint_symbol_1_1; }; vertex_main_out vertex_main() { vertex_main_1(); vertex_main_out tint_symbol_3 = vertex_main_out(tint_symbol_1); return tint_symbol_3; } void main() { vertex_main_out inner_result = vertex_main(); gl_Position = inner_result.tint_symbol_1_1; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision mediump float; uniform highp sampler2DMS arg_0_1; void textureLoad_6273b1() { float res = 0.0f; vec4 x_17 = vec4(texelFetch(arg_0_1, ivec2(0, 0), 1).x, 0.0f, 0.0f, 0.0f); res = x_17.x; return; } struct vertex_main_out { vec4 tint_symbol_1_1; }; void fragment_main_1() { textureLoad_6273b1(); return; } void fragment_main() { fragment_main_1(); } void main() { fragment_main(); return; } #version 310 es precision mediump float; uniform highp sampler2DMS arg_0_1; void textureLoad_6273b1() { float res = 0.0f; vec4 x_17 = vec4(texelFetch(arg_0_1, ivec2(0, 0), 1).x, 0.0f, 0.0f, 0.0f); res = x_17.x; return; } struct vertex_main_out { vec4 tint_symbol_1_1; }; void compute_main_1() { textureLoad_6273b1(); return; } void compute_main() { compute_main_1(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }