68 lines
1.5 KiB
GLSL
68 lines
1.5 KiB
GLSL
#version 310 es
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ivec3 tint_insert_bits(ivec3 v, ivec3 n, uint offset, uint count) {
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uint s = min(offset, 32u);
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uint e = min(32u, (s + count));
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return bitfieldInsert(v, n, int(s), int((e - s)));
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}
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void insertBits_428b0b() {
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ivec3 res = tint_insert_bits(ivec3(0, 0, 0), ivec3(0, 0, 0), 1u, 1u);
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}
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vec4 vertex_main() {
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insertBits_428b0b();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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precision mediump float;
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ivec3 tint_insert_bits(ivec3 v, ivec3 n, uint offset, uint count) {
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uint s = min(offset, 32u);
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uint e = min(32u, (s + count));
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return bitfieldInsert(v, n, int(s), int((e - s)));
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}
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void insertBits_428b0b() {
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ivec3 res = tint_insert_bits(ivec3(0, 0, 0), ivec3(0, 0, 0), 1u, 1u);
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}
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void fragment_main() {
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insertBits_428b0b();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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ivec3 tint_insert_bits(ivec3 v, ivec3 n, uint offset, uint count) {
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uint s = min(offset, 32u);
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uint e = min(32u, (s + count));
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return bitfieldInsert(v, n, int(s), int((e - s)));
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}
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void insertBits_428b0b() {
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ivec3 res = tint_insert_bits(ivec3(0, 0, 0), ivec3(0, 0, 0), 1u, 1u);
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}
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void compute_main() {
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insertBits_428b0b();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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