98 lines
2.5 KiB
GLSL
98 lines
2.5 KiB
GLSL
#version 310 es
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vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
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vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
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vec2 half_texel = (vec2(0.5f) / dims);
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vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
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return textureLod(t_s, clamped, 0.0f);
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}
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uniform highp sampler2D arg_0_1;
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uniform highp sampler2D arg_0_arg_1;
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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vec4 inner;
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} prevent_dce;
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void textureSampleBaseClampToEdge_9ca02c() {
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vec2 arg_2 = vec2(1.0f);
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vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, arg_2);
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prevent_dce.inner = res;
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}
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vec4 vertex_main() {
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textureSampleBaseClampToEdge_9ca02c();
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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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precision highp float;
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vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
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vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
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vec2 half_texel = (vec2(0.5f) / dims);
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vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
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return textureLod(t_s, clamped, 0.0f);
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}
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uniform highp sampler2D arg_0_1;
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uniform highp sampler2D arg_0_arg_1;
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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vec4 inner;
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} prevent_dce;
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void textureSampleBaseClampToEdge_9ca02c() {
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vec2 arg_2 = vec2(1.0f);
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vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, arg_2);
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prevent_dce.inner = res;
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}
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void fragment_main() {
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textureSampleBaseClampToEdge_9ca02c();
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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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vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
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vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
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vec2 half_texel = (vec2(0.5f) / dims);
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vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
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return textureLod(t_s, clamped, 0.0f);
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}
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uniform highp sampler2D arg_0_1;
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uniform highp sampler2D arg_0_arg_1;
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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vec4 inner;
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} prevent_dce;
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void textureSampleBaseClampToEdge_9ca02c() {
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vec2 arg_2 = vec2(1.0f);
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vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, arg_2);
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prevent_dce.inner = res;
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}
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void compute_main() {
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textureSampleBaseClampToEdge_9ca02c();
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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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