mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-14 07:36:15 +00:00
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:
committed by
Tint LUCI CQ
parent
fc792989e1
commit
8e01c45e54
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user