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https://github.com/encounter/dawn-cmake.git
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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>
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Tint LUCI CQ
parent
fc792989e1
commit
8e01c45e54
@@ -34,10 +34,10 @@ tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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in int loc0;
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in uint loc1;
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in uint loc1_1;
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in vec4 loc3;
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layout(location = 0) in int loc0;
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layout(location = 1) in uint loc1;
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layout(location = 2) in uint loc1_1;
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layout(location = 3) in vec4 loc3;
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void main() {
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tint_symbol_2 inputs;
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inputs.loc0 = loc0;
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@@ -50,7 +50,7 @@ tint_symbol_3 vs_main(tint_symbol_2 tint_symbol_1) {
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wrapper_result.position = inner_result.position;
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return wrapper_result;
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}
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out vec2 texcoords;
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layout(location = 0) out vec2 texcoords;
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void main() {
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tint_symbol_2 inputs;
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inputs.VertexIndex = uint(gl_VertexID);
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@@ -105,8 +105,8 @@ tint_symbol_6 fs_main(tint_symbol_5 tint_symbol_4) {
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wrapper_result_1.value = inner_result_1;
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return wrapper_result_1;
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}
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in vec2 texcoord;
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out vec4 value;
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layout(location = 0) in vec2 texcoord;
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layout(location = 0) out vec4 value;
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void main() {
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tint_symbol_5 inputs;
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inputs.texcoord = texcoord;
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@@ -49,8 +49,8 @@ tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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in vec2 vUV;
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out vec4 value;
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layout(location = 0) in vec2 vUV;
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layout(location = 0) out vec4 value;
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void main() {
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tint_symbol_2 inputs;
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inputs.vUV = vUV;
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@@ -59,11 +59,11 @@ tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
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wrapper_result.color = inner_result.color;
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return wrapper_result;
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}
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in vec4 view_position;
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in vec4 normal;
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in vec2 uv;
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in vec4 color;
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out vec4 color;
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layout(location = 0) in vec4 view_position;
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layout(location = 1) in vec4 normal;
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layout(location = 2) in vec2 uv;
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layout(location = 3) in vec4 color;
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layout(location = 0) out vec4 color;
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void main() {
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tint_symbol_3 inputs;
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inputs.view_position = view_position;
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@@ -33,9 +33,9 @@ tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
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wrapper_result.mask = inner_result.mask;
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return wrapper_result;
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}
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in float a;
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in float b;
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out float a;
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layout(location = 0) in float a;
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layout(location = 1) in float b;
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layout(location = 0) out float a;
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void main() {
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tint_symbol_3 inputs;
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inputs.a = a;
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@@ -34,8 +34,8 @@ tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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in ivec3 x;
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out int value;
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layout(location = 1) in ivec3 x;
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layout(location = 2) out int value;
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void main() {
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tint_symbol_2 inputs;
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inputs.x = x;
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@@ -77,10 +77,10 @@ tint_symbol_4 tint_symbol_1(tint_symbol_3 tint_symbol_2) {
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wrapper_result.vUV_1 = inner_result.vUV_1;
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return wrapper_result;
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}
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in vec3 position_param;
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in vec3 normal_param;
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in vec2 uv_param;
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out vec2 vUV_1;
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layout(location = 0) in vec3 position_param;
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layout(location = 1) in vec3 normal_param;
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layout(location = 2) in vec2 uv_param;
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layout(location = 0) out vec2 vUV_1;
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void main() {
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tint_symbol_3 inputs;
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inputs.position_param = position_param;
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@@ -1566,7 +1566,7 @@ tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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out vec4 x_GLF_color_1;
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layout(location = 0) out vec4 x_GLF_color_1;
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void main() {
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tint_symbol_4 inputs;
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inputs.tint_symbol_2 = gl_FragCoord;
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@@ -31,7 +31,7 @@ tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
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wrapper_result.color = inner_result.color;
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return wrapper_result;
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}
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out vec4 color;
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layout(location = 0) out vec4 color;
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void main() {
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tint_symbol_3 inputs;
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inputs.VertexIndex = uint(gl_VertexID);
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@@ -161,13 +161,13 @@ tint_symbol_4 tint_symbol_1(tint_symbol_3 tint_symbol_2) {
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wrapper_result.member = inner_result.member;
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return wrapper_result;
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}
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in vec3 a_Position;
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in vec2 a_UV;
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in vec4 a_Color;
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in vec3 a_Normal;
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in float a_PosMtxIdx;
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out vec4 v_Color;
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out vec2 v_TexCoord;
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_UV;
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layout(location = 2) in vec4 a_Color;
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layout(location = 3) in vec3 a_Normal;
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layout(location = 4) in float a_PosMtxIdx;
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layout(location = 0) out vec4 v_Color;
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layout(location = 1) out vec2 v_TexCoord;
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void main() {
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tint_symbol_3 inputs;
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inputs.a_Position = a_Position;
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@@ -205,13 +205,13 @@ tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
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wrapper_result.glFragColor_1 = inner_result.glFragColor_1;
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return wrapper_result;
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}
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in vec3 vPosition_param;
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in vec2 vUV_param;
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in vec2 tUV_param;
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in vec2 stageUnits_1_param;
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in vec2 levelUnits_param;
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in vec2 tileID_1_param;
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out vec4 glFragColor_1;
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layout(location = 0) in vec3 vPosition_param;
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layout(location = 1) in vec2 vUV_param;
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layout(location = 2) in vec2 tUV_param;
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layout(location = 3) in vec2 stageUnits_1_param;
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layout(location = 4) in vec2 levelUnits_param;
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layout(location = 5) in vec2 tileID_1_param;
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layout(location = 0) out vec4 glFragColor_1;
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void main() {
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tint_symbol_2 inputs;
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inputs.vPosition_param = vPosition_param;
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@@ -378,11 +378,11 @@ tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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wrapper_result.glFragColor_1 = inner_result.glFragColor_1;
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return wrapper_result;
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}
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in vec4 v_output1_param;
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in vec2 vMainuv_param;
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in vec4 v_output2_param;
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in vec2 v_uv_param;
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out vec4 glFragColor_1;
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layout(location = 0) in vec4 v_output1_param;
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layout(location = 1) in vec2 vMainuv_param;
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layout(location = 2) in vec4 v_output2_param;
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layout(location = 3) in vec2 v_uv_param;
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layout(location = 0) out vec4 glFragColor_1;
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void main() {
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tint_symbol_4 inputs;
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inputs.v_output1_param = v_output1_param;
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@@ -32,8 +32,8 @@ tint_symbol_4 tint_symbol(tint_symbol_3 tint_symbol_2) {
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wrapper_result.color = inner_result.color;
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return wrapper_result;
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}
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in vec2 vUv;
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out vec4 color;
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layout(location = 2) in vec2 vUv;
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layout(location = 0) out vec4 color;
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void main() {
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tint_symbol_3 inputs;
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inputs.vUv = vUv;
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@@ -17,7 +17,7 @@ tint_symbol frag_main() {
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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out vec4 value;
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layout(location = 0) out vec4 value;
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void main() {
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tint_symbol outputs;
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outputs = frag_main();
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