dawn-cmake/test/tint/samples/cube.wgsl.expected.glsl
Stephen White 790e4c2d60 GLSL writer: emit gl_PointSize = 1 in all vertex shaders for OpenGL.
The OpenGL ES 3.1 spec says:

"The point size is taken from the shader built-in gl_PointSize written by the vertex shader, and clamped to the implementation-dependent point size range. If the value written to gl_PointSize is less than or equal to zero, or if no value is written, the point size is undefined."

ANGLE/D3D11 will emit a warning on this and abort processing, causing dawn_end2end tests to fail.

Bug: dawn:1390
Change-Id: I6a56467842ba80d8a070af7240ee07bb111089dd
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87720
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2022-04-22 21:25:02 +00:00

69 lines
1.5 KiB
GLSL

#version 310 es
layout(location = 0) in vec4 cur_position_1;
layout(location = 1) in vec4 color_1;
layout(location = 0) out vec4 vtxFragColor_1;
struct Uniforms {
mat4 modelViewProjectionMatrix;
};
layout(binding = 0) uniform Uniforms_1 {
mat4 modelViewProjectionMatrix;
} uniforms;
struct VertexInput {
vec4 cur_position;
vec4 color;
};
struct VertexOutput {
vec4 vtxFragColor;
vec4 Position;
};
VertexOutput vtx_main(VertexInput tint_symbol) {
VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol_1.Position = (uniforms.modelViewProjectionMatrix * tint_symbol.cur_position);
tint_symbol_1.vtxFragColor = tint_symbol.color;
return tint_symbol_1;
}
void main() {
gl_PointSize = 1.0;
VertexInput tint_symbol_2 = VertexInput(cur_position_1, color_1);
VertexOutput inner_result = vtx_main(tint_symbol_2);
vtxFragColor_1 = inner_result.vtxFragColor;
gl_Position = inner_result.Position;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
layout(location = 0) in vec4 fragColor_1;
layout(location = 0) out vec4 value;
struct Uniforms {
mat4 modelViewProjectionMatrix;
};
struct VertexInput {
vec4 cur_position;
vec4 color;
};
struct VertexOutput {
vec4 vtxFragColor;
vec4 Position;
};
vec4 frag_main(vec4 fragColor) {
return fragColor;
}
void main() {
vec4 inner_result = frag_main(fragColor_1);
value = inner_result;
return;
}