98 lines
1.8 KiB
GLSL
98 lines
1.8 KiB
GLSL
#version 310 es
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precision mediump float;
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vec4 tint_symbol_1 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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uniform highp sampler2DMS arg_0_1;
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void textureLoad_6273b1() {
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float res = 0.0f;
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vec4 x_17 = vec4(texelFetch(arg_0_1, ivec2(0, 0), 1).x, 0.0f, 0.0f, 0.0f);
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res = x_17.x;
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return;
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}
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void tint_symbol_2(vec4 tint_symbol) {
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tint_symbol_1 = tint_symbol;
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return;
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}
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void vertex_main_1() {
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textureLoad_6273b1();
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tint_symbol_2(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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return;
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}
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struct vertex_main_out {
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vec4 tint_symbol_1_1;
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};
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vertex_main_out vertex_main() {
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vertex_main_1();
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vertex_main_out tint_symbol_3 = vertex_main_out(tint_symbol_1);
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return tint_symbol_3;
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}
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void main() {
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vertex_main_out inner_result = vertex_main();
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gl_Position = inner_result.tint_symbol_1_1;
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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 sampler2DMS arg_0_1;
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void textureLoad_6273b1() {
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float res = 0.0f;
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vec4 x_17 = vec4(texelFetch(arg_0_1, ivec2(0, 0), 1).x, 0.0f, 0.0f, 0.0f);
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res = x_17.x;
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return;
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}
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struct vertex_main_out {
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vec4 tint_symbol_1_1;
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};
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void fragment_main_1() {
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textureLoad_6273b1();
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return;
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}
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void fragment_main() {
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fragment_main_1();
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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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precision mediump float;
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uniform highp sampler2DMS arg_0_1;
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void textureLoad_6273b1() {
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float res = 0.0f;
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vec4 x_17 = vec4(texelFetch(arg_0_1, ivec2(0, 0), 1).x, 0.0f, 0.0f, 0.0f);
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res = x_17.x;
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return;
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}
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struct vertex_main_out {
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vec4 tint_symbol_1_1;
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};
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void compute_main_1() {
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textureLoad_6273b1();
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return;
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}
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void compute_main() {
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compute_main_1();
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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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