dawn-cmake/test/tint/builtins/textureLoad/texture_param.wgsl.expected...

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#version 310 es
ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) {
return texelFetch(tint_symbol_1, coords, level);
}
uniform highp isampler2D arg_0_1;
void doTextureLoad() {
ivec4 res = textureLoad2d(arg_0_1, ivec2(0, 0), 0);
}
vec4 vertex_main() {
doTextureLoad();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
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
precision mediump float;
ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) {
return texelFetch(tint_symbol_1, coords, level);
}
uniform highp isampler2D arg_0_1;
void doTextureLoad() {
ivec4 res = textureLoad2d(arg_0_1, ivec2(0, 0), 0);
}
void fragment_main() {
doTextureLoad();
}
void main() {
fragment_main();
return;
}
#version 310 es
ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) {
return texelFetch(tint_symbol_1, coords, level);
}
uniform highp isampler2D arg_0_1;
void doTextureLoad() {
ivec4 res = textureLoad2d(arg_0_1, ivec2(0, 0), 0);
}
void compute_main() {
doTextureLoad();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}