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This is required to handle materialized values, and for constant expressions. Bug: tint:1504 Change-Id: Ie0177f148e08a0e1a3f4d7e06e283f121655804b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92080 Commit-Queue: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com>
26 lines
534 B
GLSL
26 lines
534 B
GLSL
#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 out_var_SV_TARGET_1_1;
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vec4 out_var_SV_TARGET = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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out_var_SV_TARGET = vec4(uintBitsToFloat(0x7f800000u));
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return;
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}
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struct main_out {
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vec4 out_var_SV_TARGET_1;
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};
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main_out tint_symbol() {
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main_1();
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main_out tint_symbol_1 = main_out(out_var_SV_TARGET);
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return tint_symbol_1;
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}
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void main() {
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main_out inner_result = tint_symbol();
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out_var_SV_TARGET_1_1 = inner_result.out_var_SV_TARGET_1;
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return;
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}
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