dawn-cmake/test/intrinsics/gen/textureLoad/8acf41.wgsl.expected.glsl

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#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
void textureLoad_8acf41() {
vec4 res = texelFetch(arg_0_1, ivec2(0, 0), 0);
}
struct tint_symbol {
vec4 value;
};
vec4 vertex_main_inner() {
textureLoad_8acf41();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
tint_symbol vertex_main() {
vec4 inner_result = vertex_main_inner();
tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
void main() {
tint_symbol outputs;
outputs = vertex_main();
gl_Position = outputs.value;
gl_Position.z = 2.0 * gl_Position.z - gl_Position.w;
gl_Position.y = -gl_Position.y;
}
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
void textureLoad_8acf41() {
vec4 res = texelFetch(arg_0_1, ivec2(0, 0), 0);
}
struct tint_symbol {
vec4 value;
};
void fragment_main() {
textureLoad_8acf41();
return;
}
void main() {
fragment_main();
}
#version 310 es
precision mediump float;
uniform highp sampler2D arg_0_1;
void textureLoad_8acf41() {
vec4 res = texelFetch(arg_0_1, ivec2(0, 0), 0);
}
struct tint_symbol {
vec4 value;
};
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void compute_main() {
textureLoad_8acf41();
return;
}
void main() {
compute_main();
}