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