#version 450 layout(vertices = 3) out; layout(binding = 0, std140) uniform cb1_struct { vec4 _m0[1]; } cb0_0; layout(location = 0) in vec4 v0[]; layout(location = 1) in vec4 v1[]; layout(location = 2) in vec3 vicp0[]; layout(location = 3) out vec3 vocp0[3]; layout(location = 4) in vec4 vicp1[]; layout(location = 5) out vec4 vocp1[3]; vec4 opc[4]; vec4 vicp[2][3]; vec4 _52; vec4 _55; vec4 _58; vec4 _89; void fork0_epilogue(vec4 _61, vec4 _62, vec4 _63) { gl_TessLevelOuter[0u] = _61.x; gl_TessLevelOuter[1u] = _62.x; gl_TessLevelOuter[2u] = _63.x; } void fork0(uint vForkInstanceId) { vec4 r0; r0.x = uintBitsToFloat(vForkInstanceId); opc[floatBitsToInt(r0.x)].x = cb0_0._m0[0u].x; _52 = opc[0u]; _55 = opc[1u]; _58 = opc[2u]; fork0_epilogue(_52, _55, _58); } void fork1_epilogue(vec4 _92) { gl_TessLevelInner[0u] = _92.x; } void fork1() { opc[3u].x = cb0_0._m0[0u].x; _89 = opc[3u]; fork1_epilogue(_89); } void main() { vec4 _126_unrolled[3]; for (int i = 0; i < int(3); i++) { _126_unrolled[i] = v0[i]; } vicp[0u] = _126_unrolled; vec4 _127_unrolled[3]; for (int i = 0; i < int(3); i++) { _127_unrolled[i] = v1[i]; } vicp[1u] = _127_unrolled; vocp0[gl_InvocationID] = vicp0[gl_InvocationID]; vocp1[gl_InvocationID] = vicp1[gl_InvocationID]; fork0(0u); fork0(1u); fork0(2u); fork1(); }