dawn-cmake/test/shader_io/fragment_input_mixed.wgsl.e...

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#version 310 es
#extension GL_OES_sample_variables : require
precision mediump float;
layout(location = 0) flat in int loc0_1;
layout(location = 1) flat in uint loc1_1;
layout(location = 3) in vec4 loc3_1;
layout(location = 2) in float loc2_1;
struct FragmentInputs0 {
vec4 position;
int loc0;
};
struct FragmentInputs1 {
vec4 loc3;
uint sample_mask;
};
void tint_symbol(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) {
if (front_facing) {
vec4 foo = inputs0.position;
uint bar = (sample_index + inputs1.sample_mask);
int i = inputs0.loc0;
uint u = loc1;
float f = loc2;
vec4 v = inputs1.loc3;
}
}
void main() {
FragmentInputs0 tint_symbol_1 = FragmentInputs0(gl_FragCoord, loc0_1);
FragmentInputs1 tint_symbol_2 = FragmentInputs1(loc3_1, uint(gl_SampleMaskIn[0]));
tint_symbol(tint_symbol_1, gl_FrontFacing, loc1_1, uint(gl_SampleID), tint_symbol_2, loc2_1);
return;
}