dawn-cmake/test/tint/builtins/gen/var/acosh/de60d8.wgsl.expected.glsl

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#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
f16vec4 tint_acosh(f16vec4 x) {
return mix(acosh(x), f16vec4(0.0hf), lessThan(x, f16vec4(1.0hf)));
}
void acosh_de60d8() {
f16vec4 arg_0 = f16vec4(2.0hf);
f16vec4 res = tint_acosh(arg_0);
}
vec4 vertex_main() {
acosh_de60d8();
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;
f16vec4 tint_acosh(f16vec4 x) {
return mix(acosh(x), f16vec4(0.0hf), lessThan(x, f16vec4(1.0hf)));
}
void acosh_de60d8() {
f16vec4 arg_0 = f16vec4(2.0hf);
f16vec4 res = tint_acosh(arg_0);
}
void fragment_main() {
acosh_de60d8();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
f16vec4 tint_acosh(f16vec4 x) {
return mix(acosh(x), f16vec4(0.0hf), lessThan(x, f16vec4(1.0hf)));
}
void acosh_de60d8() {
f16vec4 arg_0 = f16vec4(2.0hf);
f16vec4 res = tint_acosh(arg_0);
}
void compute_main() {
acosh_de60d8();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}