dawn-cmake/test/builtins/gen/dot/7548a0.wgsl.expected.glsl

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#version 310 es
uint tint_int_dot(uvec3 a, uvec3 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
}
void dot_7548a0() {
uint res = tint_int_dot(uvec3(0u, 0u, 0u), uvec3(0u, 0u, 0u));
}
vec4 vertex_main() {
dot_7548a0();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
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;
uint tint_int_dot(uvec3 a, uvec3 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
}
void dot_7548a0() {
uint res = tint_int_dot(uvec3(0u, 0u, 0u), uvec3(0u, 0u, 0u));
}
void fragment_main() {
dot_7548a0();
}
void main() {
fragment_main();
return;
}
#version 310 es
uint tint_int_dot(uvec3 a, uvec3 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
}
void dot_7548a0() {
uint res = tint_int_dot(uvec3(0u, 0u, 0u), uvec3(0u, 0u, 0u));
}
void compute_main() {
dot_7548a0();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}