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1#version 450
2
3layout(location = 1) in vec2 _2;
4layout(location = 1, component = 2) in float _3;
5layout(location = 2) flat in float _4;
6layout(location = 2, component = 1) flat in uint _5;
7layout(location = 2, component = 2) flat in uint _6;
8layout(location = 0) out vec4 o0;
9vec4 v1;
10vec4 v2;
11
12void main()
13{
14    v1 = vec4(_2.x, _2.y, v1.z, v1.w);
15    v1.z = _3;
16    v2.x = _4;
17    v2.y = uintBitsToFloat(_5);
18    v2.z = uintBitsToFloat(_6);
19    vec4 r0;
20    r0.x = intBitsToFloat(floatBitsToInt(v2.y) + floatBitsToInt(v2.z));
21    o0.y = float(floatBitsToUint(r0.x));
22    o0.x = v1.y + v2.x;
23    o0 = vec4(o0.x, o0.y, v1.z, v1.x);
24}
25
26