GLSL: add location layout qualifier before in/out variables.

Bug: tint:1398
Change-Id: I89c985d01d539ed166661ee5e858247cde4702b3
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78080
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White
2022-01-25 19:44:14 +00:00
committed by Tint LUCI CQ
parent fc792989e1
commit 8e01c45e54
181 changed files with 382 additions and 352 deletions

View File

@@ -72,9 +72,9 @@ tint_symbol_3 vert_main(tint_symbol_2 tint_symbol_1) {
wrapper_result.v_color = inner_result.v_color;
return wrapper_result;
}
in vec4 position;
in vec4 color;
out vec4 v_color;
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 v_color;
void main() {
tint_symbol_2 inputs;
inputs.position = position;
@@ -136,8 +136,8 @@ tint_symbol_6 frag_main(tint_symbol_5 tint_symbol_4) {
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
in vec4 v_color;
out vec4 value;
layout(location = 0) in vec4 v_color;
layout(location = 0) out vec4 value;
void main() {
tint_symbol_5 inputs;
inputs.v_color = v_color;

View File

@@ -86,11 +86,11 @@ tint_symbol_5 vs_main(tint_symbol_4 tint_symbol_3) {
wrapper_result.quad_pos = inner_result.quad_pos;
return wrapper_result;
}
in vec3 position;
in vec4 color;
in vec2 quad_pos;
out vec4 color;
out vec2 quad_pos;
layout(location = 0) in vec3 position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 quad_pos;
layout(location = 0) out vec4 color;
layout(location = 1) out vec2 quad_pos;
void main() {
tint_symbol_4 inputs;
inputs.position = position;
@@ -184,9 +184,9 @@ tint_symbol_8 fs_main(tint_symbol_7 tint_symbol_6) {
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
in vec4 color;
in vec2 quad_pos;
out vec4 value;
layout(location = 0) in vec4 color;
layout(location = 1) in vec2 quad_pos;
layout(location = 0) out vec4 value;
void main() {
tint_symbol_7 inputs;
inputs.color = color;

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@@ -64,10 +64,10 @@ tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
wrapper_result.value = inner_result;
return wrapper_result;
}
in vec3 shadowPos;
in vec3 fragPos;
in vec3 fragNorm;
out vec4 value;
layout(location = 0) in vec3 shadowPos;
layout(location = 1) in vec3 fragPos;
layout(location = 2) in vec3 fragNorm;
layout(location = 0) out vec4 value;
void main() {
tint_symbol_3 inputs;
inputs.shadowPos = shadowPos;

View File

@@ -28,8 +28,8 @@ tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
wrapper_result.color = inner_result.color;
return wrapper_result;
}
in vec4 color;
out vec4 color;
layout(location = 0) in vec4 color;
layout(location = 0) out vec4 color;
void main() {
tint_symbol_3 inputs;
inputs.color = color;

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@@ -382,17 +382,17 @@ tint_symbol_5 fragmentMain(tint_symbol_4 tint_symbol_3) {
wrapper_result.emissive = inner_result.emissive;
return wrapper_result;
}
in vec3 worldPos;
in vec3 view;
in vec2 texcoord;
in vec2 texcoord2;
in vec4 color;
in vec4 instanceColor;
in vec3 normal;
in vec3 tangent;
in vec3 bitangent;
out vec4 color;
out vec4 emissive;
layout(location = 0) in vec3 worldPos;
layout(location = 1) in vec3 view;
layout(location = 2) in vec2 texcoord;
layout(location = 3) in vec2 texcoord2;
layout(location = 4) in vec4 color;
layout(location = 5) in vec4 instanceColor;
layout(location = 6) in vec3 normal;
layout(location = 7) in vec3 tangent;
layout(location = 8) in vec3 bitangent;
layout(location = 0) out vec4 color;
layout(location = 1) out vec4 emissive;
void main() {
tint_symbol_4 inputs;
inputs.worldPos = worldPos;

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@@ -124,26 +124,26 @@ tint_symbol_4 vertexMain(tint_symbol_3 tint_symbol_2) {
wrapper_result.bitangent = inner_result.bitangent;
return wrapper_result;
}
in vec4 position;
in vec3 normal;
in vec4 tangent;
in vec2 texcoord;
in uvec4 joints;
in vec4 weights;
in vec4 instance0;
in vec4 instance1;
in vec4 instance2;
in vec4 instance3;
in vec4 instanceColor;
out vec3 worldPos;
out vec3 view;
out vec2 texcoord;
out vec2 texcoord2;
out vec4 color;
out vec4 instanceColor;
out vec3 normal;
out vec3 tangent;
out vec3 bitangent;
layout(location = 0) in vec4 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec4 tangent;
layout(location = 3) in vec2 texcoord;
layout(location = 6) in uvec4 joints;
layout(location = 7) in vec4 weights;
layout(location = 8) in vec4 instance0;
layout(location = 9) in vec4 instance1;
layout(location = 10) in vec4 instance2;
layout(location = 11) in vec4 instance3;
layout(location = 12) in vec4 instanceColor;
layout(location = 0) out vec3 worldPos;
layout(location = 1) out vec3 view;
layout(location = 2) out vec2 texcoord;
layout(location = 3) out vec2 texcoord2;
layout(location = 4) out vec4 color;
layout(location = 5) out vec4 instanceColor;
layout(location = 6) out vec3 normal;
layout(location = 7) out vec3 tangent;
layout(location = 8) out vec3 bitangent;
void main() {
tint_symbol_3 inputs;
inputs.position = position;