dawn-cmake/test/tint/builtins/gen/literal/frexp/3dd21e.wgsl.expected.glsl

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#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
struct frexp_result_vec4_f16 {
f16vec4 fract;
ivec4 exp;
};
frexp_result_vec4_f16 tint_frexp(f16vec4 param_0) {
frexp_result_vec4_f16 result;
result.fract = frexp(param_0, result.exp);
return result;
}
void frexp_3dd21e() {
frexp_result_vec4_f16 res = tint_frexp(f16vec4(1.0hf));
}
vec4 vertex_main() {
frexp_3dd21e();
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
#extension GL_AMD_gpu_shader_half_float : require
precision mediump float;
struct frexp_result_vec4_f16 {
f16vec4 fract;
ivec4 exp;
};
frexp_result_vec4_f16 tint_frexp(f16vec4 param_0) {
frexp_result_vec4_f16 result;
result.fract = frexp(param_0, result.exp);
return result;
}
void frexp_3dd21e() {
frexp_result_vec4_f16 res = tint_frexp(f16vec4(1.0hf));
}
void fragment_main() {
frexp_3dd21e();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
struct frexp_result_vec4_f16 {
f16vec4 fract;
ivec4 exp;
};
frexp_result_vec4_f16 tint_frexp(f16vec4 param_0) {
frexp_result_vec4_f16 result;
result.fract = frexp(param_0, result.exp);
return result;
}
void frexp_3dd21e() {
frexp_result_vec4_f16 res = tint_frexp(f16vec4(1.0hf));
}
void compute_main() {
frexp_3dd21e();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}