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1#version 310 es
2precision mediump float;
3
4void ldexp_cc9cde() {
5  vec4 res = ldexp(vec4(0.0f, 0.0f, 0.0f, 0.0f), ivec4(0, 0, 0, 0));
6}
7
8struct tint_symbol {
9  vec4 value;
10};
11
12vec4 vertex_main_inner() {
13  ldexp_cc9cde();
14  return vec4(0.0f, 0.0f, 0.0f, 0.0f);
15}
16
17tint_symbol vertex_main() {
18  vec4 inner_result = vertex_main_inner();
19  tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
20  wrapper_result.value = inner_result;
21  return wrapper_result;
22}
23void main() {
24  tint_symbol outputs;
25  outputs = vertex_main();
26  gl_Position = outputs.value;
27  gl_Position.y = -gl_Position.y;
28}
29
30
31#version 310 es
32precision mediump float;
33
34void ldexp_cc9cde() {
35  vec4 res = ldexp(vec4(0.0f, 0.0f, 0.0f, 0.0f), ivec4(0, 0, 0, 0));
36}
37
38struct tint_symbol {
39  vec4 value;
40};
41
42void fragment_main() {
43  ldexp_cc9cde();
44  return;
45}
46void main() {
47  fragment_main();
48}
49
50
51#version 310 es
52precision mediump float;
53
54void ldexp_cc9cde() {
55  vec4 res = ldexp(vec4(0.0f, 0.0f, 0.0f, 0.0f), ivec4(0, 0, 0, 0));
56}
57
58struct tint_symbol {
59  vec4 value;
60};
61
62layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
63void compute_main() {
64  ldexp_cc9cde();
65  return;
66}
67void main() {
68  compute_main();
69}
70
71
72