#version 310 es int tint_first_leading_bit(int v) { uint x = ((v < 0) ? uint(~(v)) : uint(v)); uint b16 = (bool((x & 4294901760u)) ? 16u : 0u); x = (x >> b16); uint b8 = (bool((x & 65280u)) ? 8u : 0u); x = (x >> b8); uint b4 = (bool((x & 240u)) ? 4u : 0u); x = (x >> b4); uint b2 = (bool((x & 12u)) ? 2u : 0u); x = (x >> b2); uint b1 = (bool((x & 2u)) ? 1u : 0u); uint is_zero = ((x == 0u) ? 4294967295u : 0u); return int((((((b16 | b8) | b4) | b2) | b1) | is_zero)); } void firstLeadingBit_57a1a3() { int res = tint_first_leading_bit(1); } vec4 vertex_main() { firstLeadingBit_57a1a3(); 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 precision mediump float; int tint_first_leading_bit(int v) { uint x = ((v < 0) ? uint(~(v)) : uint(v)); uint b16 = (bool((x & 4294901760u)) ? 16u : 0u); x = (x >> b16); uint b8 = (bool((x & 65280u)) ? 8u : 0u); x = (x >> b8); uint b4 = (bool((x & 240u)) ? 4u : 0u); x = (x >> b4); uint b2 = (bool((x & 12u)) ? 2u : 0u); x = (x >> b2); uint b1 = (bool((x & 2u)) ? 1u : 0u); uint is_zero = ((x == 0u) ? 4294967295u : 0u); return int((((((b16 | b8) | b4) | b2) | b1) | is_zero)); } void firstLeadingBit_57a1a3() { int res = tint_first_leading_bit(1); } void fragment_main() { firstLeadingBit_57a1a3(); } void main() { fragment_main(); return; } #version 310 es int tint_first_leading_bit(int v) { uint x = ((v < 0) ? uint(~(v)) : uint(v)); uint b16 = (bool((x & 4294901760u)) ? 16u : 0u); x = (x >> b16); uint b8 = (bool((x & 65280u)) ? 8u : 0u); x = (x >> b8); uint b4 = (bool((x & 240u)) ? 4u : 0u); x = (x >> b4); uint b2 = (bool((x & 12u)) ? 2u : 0u); x = (x >> b2); uint b1 = (bool((x & 2u)) ? 1u : 0u); uint is_zero = ((x == 0u) ? 4294967295u : 0u); return int((((((b16 | b8) | b4) | b2) | b1) | is_zero)); } void firstLeadingBit_57a1a3() { int res = tint_first_leading_bit(1); } void compute_main() { firstLeadingBit_57a1a3(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }