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

@@ -50,7 +50,7 @@ tint_symbol_3 vs_main(tint_symbol_2 tint_symbol_1) {
wrapper_result.position = inner_result.position;
return wrapper_result;
}
out vec2 texcoords;
layout(location = 0) out vec2 texcoords;
void main() {
tint_symbol_2 inputs;
inputs.VertexIndex = uint(gl_VertexID);
@@ -105,8 +105,8 @@ tint_symbol_6 fs_main(tint_symbol_5 tint_symbol_4) {
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
in vec2 texcoord;
out vec4 value;
layout(location = 0) in vec2 texcoord;
layout(location = 0) out vec4 value;
void main() {
tint_symbol_5 inputs;
inputs.texcoord = texcoord;