dawn-cmake/test/tint/builtins/gen/var/select/1ada2a.wgsl.expected.glsl

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#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16vec3 inner;
} prevent_dce;
void select_1ada2a() {
f16vec3 arg_0 = f16vec3(1.0hf);
f16vec3 arg_1 = f16vec3(1.0hf);
bool arg_2 = true;
f16vec3 res = (arg_2 ? arg_1 : arg_0);
prevent_dce.inner = res;
}
vec4 vertex_main() {
select_1ada2a();
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;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16vec3 inner;
} prevent_dce;
void select_1ada2a() {
f16vec3 arg_0 = f16vec3(1.0hf);
f16vec3 arg_1 = f16vec3(1.0hf);
bool arg_2 = true;
f16vec3 res = (arg_2 ? arg_1 : arg_0);
prevent_dce.inner = res;
}
void fragment_main() {
select_1ada2a();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16vec3 inner;
} prevent_dce;
void select_1ada2a() {
f16vec3 arg_0 = f16vec3(1.0hf);
f16vec3 arg_1 = f16vec3(1.0hf);
bool arg_2 = true;
f16vec3 res = (arg_2 ? arg_1 : arg_0);
prevent_dce.inner = res;
}
void compute_main() {
select_1ada2a();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}