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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
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fc792989e1
commit
8e01c45e54
@@ -45,9 +45,9 @@ tint_symbol_3 vert_main(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 a_particlePos;
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in vec2 a_particleVel;
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in vec2 a_pos;
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layout(location = 0) in vec2 a_particlePos;
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layout(location = 1) in vec2 a_particleVel;
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layout(location = 2) in vec2 a_pos;
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void main() {
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tint_symbol_2 inputs;
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inputs.a_particlePos = a_particlePos;
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@@ -105,7 +105,7 @@ tint_symbol_4 frag_main() {
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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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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_4 outputs;
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outputs = frag_main();
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@@ -48,9 +48,9 @@ tint_symbol_4 vtx_main(tint_symbol_3 tint_symbol_2) {
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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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in vec4 cur_position;
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in vec4 color;
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out vec4 vtxFragColor;
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layout(location = 0) in vec4 cur_position;
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layout(location = 1) in vec4 color;
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layout(location = 0) out vec4 vtxFragColor;
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void main() {
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tint_symbol_3 inputs;
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inputs.cur_position = cur_position;
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@@ -102,8 +102,8 @@ tint_symbol_7 frag_main(tint_symbol_6 tint_symbol_5) {
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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 vec4 fragColor;
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out vec4 value;
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layout(location = 0) in vec4 fragColor;
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layout(location = 0) out vec4 value;
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void main() {
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tint_symbol_6 inputs;
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inputs.fragColor = fragColor;
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@@ -20,7 +20,7 @@ tint_symbol_1 tint_symbol() {
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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_1 outputs;
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outputs = tint_symbol();
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@@ -57,7 +57,7 @@ tint_symbol_3 frag_main() {
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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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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_3 outputs;
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outputs = frag_main();
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