dawn-cmake/test/shader_io/vertex_output_locations_str...

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#version 310 es
precision mediump float;
struct VertexOutputs {
int loc0;
uint loc1;
float loc2;
vec4 loc3;
vec4 position;
};
struct tint_symbol_1 {
int loc0;
uint loc1;
float loc2;
vec4 loc3;
vec4 position;
};
VertexOutputs tint_symbol_inner() {
VertexOutputs tint_symbol_2 = VertexOutputs(1, 1u, 1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
return tint_symbol_2;
}
tint_symbol_1 tint_symbol() {
VertexOutputs inner_result = tint_symbol_inner();
tint_symbol_1 wrapper_result = tint_symbol_1(0, 0u, 0.0f, vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.loc0 = inner_result.loc0;
wrapper_result.loc1 = inner_result.loc1;
wrapper_result.loc2 = inner_result.loc2;
wrapper_result.loc3 = inner_result.loc3;
wrapper_result.position = inner_result.position;
return wrapper_result;
}
layout(location = 0) flat out int loc0;
layout(location = 1) flat out uint loc1;
layout(location = 2) out float loc2;
layout(location = 3) out vec4 loc3;
void main() {
tint_symbol_1 outputs;
outputs = tint_symbol();
loc0 = outputs.loc0;
loc1 = outputs.loc1;
loc2 = outputs.loc2;
loc3 = outputs.loc3;
gl_Position = outputs.position;
gl_Position.z = 2.0 * gl_Position.z - gl_Position.w;
gl_Position.y = -gl_Position.y;
}