83 lines
1.6 KiB
GLSL
83 lines
1.6 KiB
GLSL
#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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float16_t tint_saturate(float16_t v) {
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return clamp(v, 0.0hf, 1.0hf);
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}
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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float16_t inner;
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} prevent_dce;
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void saturate_e8df56() {
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float16_t arg_0 = 2.0hf;
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float16_t res = tint_saturate(arg_0);
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prevent_dce.inner = res;
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}
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vec4 vertex_main() {
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saturate_e8df56();
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return vec4(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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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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float16_t tint_saturate(float16_t v) {
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return clamp(v, 0.0hf, 1.0hf);
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}
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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float16_t inner;
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} prevent_dce;
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void saturate_e8df56() {
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float16_t arg_0 = 2.0hf;
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float16_t res = tint_saturate(arg_0);
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prevent_dce.inner = res;
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}
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void fragment_main() {
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saturate_e8df56();
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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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#extension GL_AMD_gpu_shader_half_float : require
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float16_t tint_saturate(float16_t v) {
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return clamp(v, 0.0hf, 1.0hf);
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}
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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float16_t inner;
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} prevent_dce;
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void saturate_e8df56() {
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float16_t arg_0 = 2.0hf;
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float16_t res = tint_saturate(arg_0);
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prevent_dce.inner = res;
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}
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void compute_main() {
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saturate_e8df56();
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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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