92 lines
1.7 KiB
GLSL
92 lines
1.7 KiB
GLSL
#version 310 es
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precision mediump float;
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layout(location = 0) in float f_1;
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layout(location = 1) flat in uint u_1;
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struct S {
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float f;
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uint u;
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uint pad;
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uint pad_1;
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uint pad_2;
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uint pad_3;
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uint pad_4;
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uint pad_5;
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uint pad_6;
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uint pad_7;
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uint pad_8;
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uint pad_9;
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uint pad_10;
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uint pad_11;
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uint pad_12;
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uint pad_13;
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uint pad_14;
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uint pad_15;
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uint pad_16;
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uint pad_17;
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uint pad_18;
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uint pad_19;
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uint pad_20;
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uint pad_21;
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uint pad_22;
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uint pad_23;
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uint pad_24;
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uint pad_25;
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uint pad_26;
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uint pad_27;
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uint pad_28;
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uint pad_29;
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vec4 v;
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uint pad_30;
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uint pad_31;
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uint pad_32;
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uint pad_33;
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uint pad_34;
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uint pad_35;
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uint pad_36;
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uint pad_37;
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uint pad_38;
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uint pad_39;
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uint pad_40;
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uint pad_41;
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uint pad_42;
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uint pad_43;
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uint pad_44;
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uint pad_45;
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uint pad_46;
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uint pad_47;
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uint pad_48;
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uint pad_49;
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uint pad_50;
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uint pad_51;
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uint pad_52;
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uint pad_53;
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uint pad_54;
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uint pad_55;
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uint pad_56;
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uint pad_57;
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};
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layout(binding = 0, std430) buffer tint_symbol_block_ssbo {
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S inner;
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} tint_symbol;
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void assign_and_preserve_padding_tint_symbol(S value) {
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tint_symbol.inner.f = value.f;
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tint_symbol.inner.u = value.u;
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tint_symbol.inner.v = value.v;
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}
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void frag_main(S tint_symbol_1) {
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float f = tint_symbol_1.f;
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uint u = tint_symbol_1.u;
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vec4 v = tint_symbol_1.v;
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assign_and_preserve_padding_tint_symbol(tint_symbol_1);
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}
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void main() {
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S tint_symbol_2 = S(f_1, u_1, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, gl_FragCoord, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u);
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frag_main(tint_symbol_2);
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return;
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}
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