62 lines
1.2 KiB
GLSL
62 lines
1.2 KiB
GLSL
#version 310 es
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uniform highp usampler2DArray arg_0_1;
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void textureLoad_53e142() {
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uvec2 arg_1 = uvec2(0u);
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int arg_2 = 1;
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int arg_3 = 1;
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uvec4 res = texelFetch(arg_0_1, ivec3(uvec3(arg_1, uint(arg_2))), arg_3);
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}
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vec4 vertex_main() {
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textureLoad_53e142();
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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 mediump float;
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uniform highp usampler2DArray arg_0_1;
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void textureLoad_53e142() {
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uvec2 arg_1 = uvec2(0u);
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int arg_2 = 1;
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int arg_3 = 1;
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uvec4 res = texelFetch(arg_0_1, ivec3(uvec3(arg_1, uint(arg_2))), arg_3);
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}
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void fragment_main() {
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textureLoad_53e142();
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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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uniform highp usampler2DArray arg_0_1;
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void textureLoad_53e142() {
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uvec2 arg_1 = uvec2(0u);
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int arg_2 = 1;
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int arg_3 = 1;
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uvec4 res = texelFetch(arg_0_1, ivec3(uvec3(arg_1, uint(arg_2))), arg_3);
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}
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void compute_main() {
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textureLoad_53e142();
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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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