dawn-cmake/test/tint/builtins/gen/var/textureStore/59a0ab.wgsl.expected.glsl

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#version 310 es
layout(rgba8_snorm) uniform highp writeonly image2DArray arg_0;
void textureStore_59a0ab() {
uvec2 arg_1 = uvec2(0u);
int arg_2 = 1;
vec4 arg_3 = vec4(0.0f);
imageStore(arg_0, ivec3(uvec3(arg_1, uint(arg_2))), arg_3);
}
vec4 vertex_main() {
textureStore_59a0ab();
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;
layout(rgba8_snorm) uniform highp writeonly image2DArray arg_0;
void textureStore_59a0ab() {
uvec2 arg_1 = uvec2(0u);
int arg_2 = 1;
vec4 arg_3 = vec4(0.0f);
imageStore(arg_0, ivec3(uvec3(arg_1, uint(arg_2))), arg_3);
}
void fragment_main() {
textureStore_59a0ab();
}
void main() {
fragment_main();
return;
}
#version 310 es
layout(rgba8_snorm) uniform highp writeonly image2DArray arg_0;
void textureStore_59a0ab() {
uvec2 arg_1 = uvec2(0u);
int arg_2 = 1;
vec4 arg_3 = vec4(0.0f);
imageStore(arg_0, ivec3(uvec3(arg_1, uint(arg_2))), arg_3);
}
void compute_main() {
textureStore_59a0ab();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}