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