#version 310 es #extension GL_AMD_gpu_shader_half_float : require struct modf_result_vec2_f16 { f16vec2 fract; f16vec2 whole; }; modf_result_vec2_f16 tint_modf(f16vec2 param_0) { modf_result_vec2_f16 result; result.fract = modf(param_0, result.whole); return result; } void modf_a545b9() { f16vec2 arg_0 = f16vec2(-1.5hf); modf_result_vec2_f16 res = tint_modf(arg_0); } vec4 vertex_main() { modf_a545b9(); 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 highp float; struct modf_result_vec2_f16 { f16vec2 fract; f16vec2 whole; }; modf_result_vec2_f16 tint_modf(f16vec2 param_0) { modf_result_vec2_f16 result; result.fract = modf(param_0, result.whole); return result; } void modf_a545b9() { f16vec2 arg_0 = f16vec2(-1.5hf); modf_result_vec2_f16 res = tint_modf(arg_0); } void fragment_main() { modf_a545b9(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require struct modf_result_vec2_f16 { f16vec2 fract; f16vec2 whole; }; modf_result_vec2_f16 tint_modf(f16vec2 param_0) { modf_result_vec2_f16 result; result.fract = modf(param_0, result.whole); return result; } void modf_a545b9() { f16vec2 arg_0 = f16vec2(-1.5hf); modf_result_vec2_f16 res = tint_modf(arg_0); } void compute_main() { modf_a545b9(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }