dawn-cmake/test/tint/builtins/gen/literal/insertBits/51ede1.wgsl.expected.glsl

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#version 310 es
uvec4 tint_insert_bits(uvec4 v, uvec4 n, uint offset, uint count) {
uint s = min(offset, 32u);
uint e = min(32u, (s + count));
return bitfieldInsert(v, n, int(s), int((e - s)));
}
void insertBits_51ede1() {
uvec4 res = tint_insert_bits(uvec4(1u), uvec4(1u), 1u, 1u);
}
vec4 vertex_main() {
insertBits_51ede1();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
uvec4 tint_insert_bits(uvec4 v, uvec4 n, uint offset, uint count) {
uint s = min(offset, 32u);
uint e = min(32u, (s + count));
return bitfieldInsert(v, n, int(s), int((e - s)));
}
void insertBits_51ede1() {
uvec4 res = tint_insert_bits(uvec4(1u), uvec4(1u), 1u, 1u);
}
void fragment_main() {
insertBits_51ede1();
}
void main() {
fragment_main();
return;
}
#version 310 es
uvec4 tint_insert_bits(uvec4 v, uvec4 n, uint offset, uint count) {
uint s = min(offset, 32u);
uint e = min(32u, (s + count));
return bitfieldInsert(v, n, int(s), int((e - s)));
}
void insertBits_51ede1() {
uvec4 res = tint_insert_bits(uvec4(1u), uvec4(1u), 1u, 1u);
}
void compute_main() {
insertBits_51ede1();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}