dawn-cmake/test/samples/triangle.wgsl.expected.glsl

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#version 310 es
precision mediump float;
const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
struct tint_symbol_1 {
uint VertexIndex;
};
struct tint_symbol_2 {
vec4 value;
};
vec4 vtx_main_inner(uint VertexIndex) {
return vec4(pos[VertexIndex], 0.0f, 1.0f);
}
struct tint_symbol_3 {
vec4 value;
};
tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) {
vec4 inner_result = vtx_main_inner(tint_symbol.VertexIndex);
tint_symbol_2 wrapper_result = tint_symbol_2(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
void main() {
tint_symbol_1 inputs;
inputs.VertexIndex = uint(gl_VertexID);
tint_symbol_2 outputs;
outputs = vtx_main(inputs);
gl_Position = outputs.value;
gl_Position.y = -gl_Position.y;
}
#version 310 es
precision mediump float;
struct tint_symbol_1 {
uint VertexIndex;
};
struct tint_symbol_2 {
vec4 value;
};
struct tint_symbol_3 {
vec4 value;
};
vec4 frag_main_inner() {
return vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
tint_symbol_3 frag_main() {
vec4 inner_result_1 = frag_main_inner();
tint_symbol_3 wrapper_result_1 = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
layout(location = 0) out vec4 value;
void main() {
tint_symbol_3 outputs;
outputs = frag_main();
value = outputs.value;
}