dawn-cmake/test/tint/builtins/gen/literal/textureGather/1bf0ab.wgsl.expected.glsl

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#version 310 es
uniform highp usampler2DArray arg_1_arg_2;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uvec4 inner;
} prevent_dce;
void textureGather_1bf0ab() {
uvec4 res = textureGather(arg_1_arg_2, vec3(vec2(1.0f), float(1u)), int(1u));
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureGather_1bf0ab();
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 usampler2DArray arg_1_arg_2;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uvec4 inner;
} prevent_dce;
void textureGather_1bf0ab() {
uvec4 res = textureGather(arg_1_arg_2, vec3(vec2(1.0f), float(1u)), int(1u));
prevent_dce.inner = res;
}
void fragment_main() {
textureGather_1bf0ab();
}
void main() {
fragment_main();
return;
}
#version 310 es
uniform highp usampler2DArray arg_1_arg_2;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
uvec4 inner;
} prevent_dce;
void textureGather_1bf0ab() {
uvec4 res = textureGather(arg_1_arg_2, vec3(vec2(1.0f), float(1u)), int(1u));
prevent_dce.inner = res;
}
void compute_main() {
textureGather_1bf0ab();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}