dawn-cmake/test/tint/builtins/gen/literal/textureLoad/6d376a.wgsl.expected.glsl

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#version 310 es
uniform highp sampler2D arg_0_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_6d376a() {
vec4 res = texelFetch(arg_0_1, ivec2(uvec2(1u, 0u)), int(1u));
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureLoad_6d376a();
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 highp float;
uniform highp sampler2D arg_0_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_6d376a() {
vec4 res = texelFetch(arg_0_1, ivec2(uvec2(1u, 0u)), int(1u));
prevent_dce.inner = res;
}
void fragment_main() {
textureLoad_6d376a();
}
void main() {
fragment_main();
return;
}
#version 310 es
uniform highp sampler2D arg_0_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureLoad_6d376a() {
vec4 res = texelFetch(arg_0_1, ivec2(uvec2(1u, 0u)), int(1u));
prevent_dce.inner = res;
}
void compute_main() {
textureLoad_6d376a();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}