#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 _48; vec4 _49; vec4 _50; vec4 _56; void fork0_epilogue(vec4 _87, vec4 _88, vec4 _89) { gl_TessLevelOuter[0u] = _87.x; gl_TessLevelOuter[1u] = _88.x; gl_TessLevelOuter[2u] = _89.x; } void fork0(uint vForkInstanceId) { vec4 r0; r0.x = uintBitsToFloat(vForkInstanceId); opc[floatBitsToInt(r0.x)].x = cb0_0._m0[0u].x; _48 = opc[0u]; _49 = opc[1u]; _50 = opc[2u]; fork0_epilogue(_48, _49, _50); } void fork1_epilogue(vec4 _109) { gl_TessLevelInner[0u] = _109.x; } void fork1() { opc[3u].x = cb0_0._m0[0u].x; _56 = opc[3u]; fork1_epilogue(_56); } 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(); }