#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 24838b84d15a1da1 layout(binding = 6, std140) uniform uniformBlockVS6 { vec4 uf_blockVS6[1024]; }; layout(binding = 7, std140) uniform uniformBlockVS7 { vec4 uf_blockVS7[1024]; }; layout(binding = 8, std140) uniform uniformBlockVS8 { vec4 uf_blockVS8[1024]; }; layout(binding = 11, std140) uniform uniformBlockVS11 { vec4 uf_blockVS11[1024]; }; layout(binding = 13, std140) uniform uniformBlockVS13 { vec4 uf_blockVS13[1024]; }; layout(binding = 40) uniform sampler2D textureUnitVS8; layout(binding = 45) uniform sampler2D textureUnitVS13; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; layout(location = 2) in uvec4 attrDataSem2; layout(location = 3) in uvec4 attrDataSem3; layout(location = 4) in uvec4 attrDataSem4; layout(location = 5) in uvec4 attrDataSem5; layout(location = 6) in uvec4 attrDataSem6; layout(location = 7) in uvec4 attrDataSem7; layout(location = 8) in uvec4 attrDataSem8; layout(location = 9) in uvec4 attrDataSem9; layout(location = 10) in uvec4 attrDataSem10; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; int clampFI32(int v) { if( v == 0x7FFFFFFF ) return floatBitsToInt(1.0); else if( v == 0xFFFFFFFF ) return floatBitsToInt(0.0); return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); } float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } void main() { // export gl_Position = vec4(0.0); }