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https://github.com/encounter/dawn-cmake.git
synced 2025-12-09 05:27:49 +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>
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Tint LUCI CQ
parent
fc792989e1
commit
8e01c45e54
@@ -21,10 +21,10 @@ void tint_symbol(tint_symbol_2 tint_symbol_1) {
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tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3);
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return;
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}
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in int loc0;
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in uint loc1;
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in float loc2;
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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 float loc2;
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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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@@ -28,10 +28,10 @@ void tint_symbol(tint_symbol_2 tint_symbol_1) {
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tint_symbol_inner(tint_symbol_3);
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return;
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}
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in int loc0;
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in uint loc1;
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in float loc2;
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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 float loc2;
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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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@@ -39,10 +39,10 @@ void tint_symbol(tint_symbol_2 tint_symbol_1) {
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tint_symbol_inner(tint_symbol_3, tint_symbol_1.front_facing, tint_symbol_1.loc1, tint_symbol_1.sample_index, tint_symbol_4, tint_symbol_1.loc2);
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return;
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}
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in int loc0;
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in uint loc1;
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in float loc2;
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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 float loc2;
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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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@@ -25,7 +25,7 @@ tint_symbol main0() {
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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 int value;
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layout(location = 0) out int value;
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void main() {
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tint_symbol outputs;
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outputs = main0();
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@@ -60,7 +60,7 @@ tint_symbol_1 main1() {
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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 uint value;
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layout(location = 1) out uint value;
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void main() {
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tint_symbol_1 outputs;
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outputs = main1();
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@@ -95,7 +95,7 @@ tint_symbol_2 main2() {
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wrapper_result_2.value = inner_result_2;
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return wrapper_result_2;
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}
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out float value;
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layout(location = 2) out float value;
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void main() {
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tint_symbol_2 outputs;
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outputs = main2();
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@@ -129,7 +129,7 @@ tint_symbol_3 main3() {
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wrapper_result_3.value = inner_result_3;
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return wrapper_result_3;
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}
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out vec4 value;
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layout(location = 3) out vec4 value;
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void main() {
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tint_symbol_3 outputs;
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outputs = main3();
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@@ -28,10 +28,10 @@ tint_symbol_1 tint_symbol() {
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wrapper_result.loc3 = inner_result.loc3;
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return wrapper_result;
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}
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out int loc0;
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out uint loc1;
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out float loc2;
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out vec4 loc3;
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layout(location = 0) out int loc0;
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layout(location = 1) out uint loc1;
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layout(location = 2) out float loc2;
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layout(location = 3) out vec4 loc3;
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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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@@ -36,10 +36,10 @@ tint_symbol_1 tint_symbol() {
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wrapper_result.loc3 = inner_result.loc3;
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return wrapper_result;
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}
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out int loc0;
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out uint loc1;
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out float loc2;
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out vec4 loc3;
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layout(location = 0) out int loc0;
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layout(location = 1) out uint loc1;
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layout(location = 2) out float loc2;
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layout(location = 3) out vec4 loc3;
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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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@@ -19,14 +19,14 @@ void tint_symbol(tint_symbol_3 tint_symbol_2) {
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tint_symbol_inner(tint_symbol_2.none, tint_symbol_2.tint_symbol_1, tint_symbol_2.perspective_center, tint_symbol_2.perspective_centroid, tint_symbol_2.perspective_sample, tint_symbol_2.linear_center, tint_symbol_2.linear_centroid, tint_symbol_2.linear_sample);
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return;
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}
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in float none;
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in float tint_symbol_1;
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in float perspective_center;
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in float perspective_centroid;
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in float perspective_sample;
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in float linear_center;
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in float linear_centroid;
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in float linear_sample;
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layout(location = 0) in float none;
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layout(location = 1) in float tint_symbol_1;
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layout(location = 2) in float perspective_center;
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layout(location = 3) in float perspective_centroid;
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layout(location = 4) in float perspective_sample;
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layout(location = 5) in float linear_center;
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layout(location = 6) in float linear_centroid;
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layout(location = 7) in float linear_sample;
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void main() {
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tint_symbol_3 inputs;
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inputs.none = none;
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@@ -30,14 +30,14 @@ void tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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tint_symbol_1_inner(tint_symbol_5);
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return;
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}
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in float none;
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in float tint_symbol;
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in float perspective_center;
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in float perspective_centroid;
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in float perspective_sample;
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in float linear_center;
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in float linear_centroid;
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in float linear_sample;
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layout(location = 0) in float none;
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layout(location = 1) in float tint_symbol;
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layout(location = 2) in float perspective_center;
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layout(location = 3) in float perspective_centroid;
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layout(location = 4) in float perspective_sample;
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layout(location = 5) in float linear_center;
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layout(location = 6) in float linear_centroid;
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layout(location = 7) in float linear_sample;
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void main() {
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tint_symbol_4 inputs;
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inputs.none = none;
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@@ -44,10 +44,10 @@ tint_symbol vert_main() {
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wrapper_result.pos = inner_result.pos;
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return wrapper_result;
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}
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out int i;
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out uint u;
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out ivec4 vi;
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out uvec4 vu;
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layout(location = 0) out int i;
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layout(location = 1) out uint u;
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layout(location = 2) out ivec4 vi;
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layout(location = 3) out uvec4 vu;
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void main() {
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tint_symbol outputs;
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outputs = vert_main();
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@@ -99,11 +99,11 @@ tint_symbol_3 frag_main(tint_symbol_2 tint_symbol_1) {
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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 int i;
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in uint u;
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in ivec4 vi;
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in uvec4 vu;
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out int value;
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layout(location = 0) in int i;
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layout(location = 1) in uint u;
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layout(location = 2) in ivec4 vi;
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layout(location = 3) in uvec4 vu;
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layout(location = 0) out int value;
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void main() {
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tint_symbol_2 inputs;
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inputs.i = i;
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@@ -43,14 +43,14 @@ tint_symbol_2 tint_symbol_1() {
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wrapper_result.linear_sample = inner_result.linear_sample;
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return wrapper_result;
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}
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out float none;
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out float tint_symbol;
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out float perspective_center;
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out float perspective_centroid;
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out float perspective_sample;
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out float linear_center;
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out float linear_centroid;
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out float linear_sample;
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layout(location = 0) out float none;
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layout(location = 1) out float tint_symbol;
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layout(location = 2) out float perspective_center;
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layout(location = 3) out float perspective_centroid;
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layout(location = 4) out float perspective_sample;
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layout(location = 5) out float linear_center;
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layout(location = 6) out float linear_centroid;
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layout(location = 7) out float linear_sample;
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void main() {
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tint_symbol_2 outputs;
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outputs = tint_symbol_1();
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@@ -31,8 +31,8 @@ tint_symbol vert_main() {
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wrapper_result.pos = inner_result.pos;
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return wrapper_result;
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}
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out float col1;
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out float col2;
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layout(location = 1) out float col1;
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layout(location = 2) out float col2;
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void main() {
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tint_symbol outputs;
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outputs = vert_main();
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@@ -72,8 +72,8 @@ void frag_main(tint_symbol_2 tint_symbol_1) {
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frag_main_inner(tint_symbol_3);
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return;
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}
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in float col1;
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in float col2;
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layout(location = 1) in float col1;
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layout(location = 2) in float col2;
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void main() {
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tint_symbol_2 inputs;
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inputs.col1 = col1;
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@@ -32,7 +32,7 @@ tint_symbol vert_main1() {
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wrapper_result.loc0 = inner_result.loc0;
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return wrapper_result;
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}
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out int loc0;
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layout(location = 0) out int loc0;
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void main() {
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tint_symbol outputs;
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outputs = vert_main1();
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@@ -75,7 +75,7 @@ tint_symbol_1 vert_main2() {
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wrapper_result_1.loc0 = inner_result_1.loc0;
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return wrapper_result_1;
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}
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out int loc0;
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layout(location = 0) out int loc0;
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void main() {
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tint_symbol_1 outputs;
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outputs = vert_main2();
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@@ -33,8 +33,8 @@ void frag_main(tint_symbol_3 tint_symbol_2) {
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frag_main_inner(tint_symbol_4);
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return;
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}
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in float f;
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in uint u;
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layout(location = 0) in float f;
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layout(location = 1) in uint u;
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void main() {
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tint_symbol_3 inputs;
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inputs.f = f;
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@@ -25,10 +25,10 @@ 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 float loc2;
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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 float loc2;
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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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@@ -32,10 +32,10 @@ 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 float loc2;
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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 float loc2;
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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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@@ -38,10 +38,10 @@ 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 float loc2;
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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 float loc2;
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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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@@ -31,10 +31,10 @@ tint_symbol_1 tint_symbol() {
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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 int loc0;
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out uint loc1;
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out float loc2;
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out vec4 loc3;
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layout(location = 0) out int loc0;
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layout(location = 1) out uint loc1;
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layout(location = 2) out float loc2;
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layout(location = 3) out vec4 loc3;
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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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