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Use uintBitsToFloat. Bug: tint:1306 Change-Id: Ie9a5e14c13c0d63b57c126f16c4e2a5c7a77e3f7 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/69740 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
38 lines
913 B
GLSL
38 lines
913 B
GLSL
#version 310 es
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precision mediump float;
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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), uintBitsToFloat(0x7f800000u), uintBitsToFloat(0x7f800000u), 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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struct tint_symbol_1 {
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vec4 out_var_SV_TARGET_1;
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};
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main_out tint_symbol_inner() {
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main_1();
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main_out tint_symbol_2 = main_out(out_var_SV_TARGET);
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return tint_symbol_2;
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}
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tint_symbol_1 tint_symbol() {
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main_out inner_result = tint_symbol_inner();
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tint_symbol_1 wrapper_result = tint_symbol_1(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.out_var_SV_TARGET_1 = inner_result.out_var_SV_TARGET_1;
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return wrapper_result;
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}
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out vec4 out_var_SV_TARGET_1;
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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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out_var_SV_TARGET_1 = outputs.out_var_SV_TARGET_1;
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}
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