dawn-cmake/test/tint/bug/dawn/947.wgsl.expected.glsl

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#version 310 es
layout(location = 0) out vec2 texcoords_1;
struct Uniforms {
vec2 u_scale;
vec2 u_offset;
};
layout(binding = 0) uniform Uniforms_1 {
vec2 u_scale;
vec2 u_offset;
} uniforms;
struct VertexOutputs {
vec2 texcoords;
vec4 position;
};
VertexOutputs vs_main(uint VertexIndex) {
vec2 texcoord[3] = vec2[3](vec2(-0.5f, 0.0f), vec2(1.5f, 0.0f), vec2(0.5f, 2.0f));
VertexOutputs tint_symbol = VertexOutputs(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol.position = vec4(((texcoord[VertexIndex] * 2.0f) - vec2(1.0f, 1.0f)), 0.0f, 1.0f);
bool flipY = (uniforms.u_scale.y < 0.0f);
if (flipY) {
tint_symbol.texcoords = ((((texcoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f));
} else {
tint_symbol.texcoords = ((((texcoord[VertexIndex] * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f)) * uniforms.u_scale) + uniforms.u_offset);
}
return tint_symbol;
}
void main() {
VertexOutputs inner_result = vs_main(uint(gl_VertexID));
texcoords_1 = inner_result.texcoords;
gl_Position = inner_result.position;
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) in vec2 texcoord_1;
layout(location = 0) out vec4 value;
struct Uniforms {
vec2 u_scale;
vec2 u_offset;
};
struct VertexOutputs {
vec2 texcoords;
vec4 position;
};
uniform highp sampler2D myTexture_mySampler;
vec4 fs_main(vec2 texcoord) {
vec2 clampedTexcoord = clamp(texcoord, vec2(0.0f, 0.0f), vec2(1.0f, 1.0f));
if (!(all(equal(clampedTexcoord, texcoord)))) {
discard;
}
vec4 srcColor = texture(myTexture_mySampler, texcoord);
return srcColor;
}
void main() {
vec4 inner_result = fs_main(texcoord_1);
value = inner_result;
return;
}