dawn-cmake/test/tint/samples/triangle.wgsl.expected.glsl

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#version 310 es
const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
vec4 vtx_main(uint VertexIndex) {
return vec4(pos[VertexIndex], 0.0f, 1.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vtx_main(uint(gl_VertexID));
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(location = 0) out vec4 value;
vec4 frag_main() {
return vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
void main() {
vec4 inner_result = frag_main();
value = inner_result;
return;
}