dawn-cmake/test/tint/builtins/gen/literal/textureSampleBaseClampToEdge/9ca02c.wgsl.expected.glsl

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#version 310 es
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleBaseClampToEdge_9ca02c() {
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f));
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureSampleBaseClampToEdge_9ca02c();
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;
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleBaseClampToEdge_9ca02c() {
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f));
prevent_dce.inner = res;
}
void fragment_main() {
textureSampleBaseClampToEdge_9ca02c();
}
void main() {
fragment_main();
return;
}
#version 310 es
vec4 tint_textureSampleBaseClampToEdge(highp sampler2D t_1, highp sampler2D t_s, vec2 coord) {
vec2 dims = vec2(uvec2(textureSize(t_1, 0)));
vec2 half_texel = (vec2(0.5f) / dims);
vec2 clamped = clamp(coord, half_texel, (1.0f - half_texel));
return textureLod(t_s, clamped, 0.0f);
}
uniform highp sampler2D arg_0_1;
uniform highp sampler2D arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleBaseClampToEdge_9ca02c() {
vec4 res = tint_textureSampleBaseClampToEdge(arg_0_1, arg_0_arg_1, vec2(1.0f));
prevent_dce.inner = res;
}
void compute_main() {
textureSampleBaseClampToEdge_9ca02c();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}