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Unlike other texture functions in GLSL, textureGather() and textureGatherOffset() do not expect the refZ value to be appended to the texture coordinates. It is passed as a regular argument. So append refZ to coordinates by default, and pass as a regular parameter only for the gather functions. Bug: tint:1459 Change-Id: Iad1255be3de5915aeff4adb9054479b9e92c45cb Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/82340 Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
55 lines
1.1 KiB
GLSL
55 lines
1.1 KiB
GLSL
#version 310 es
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uniform highp sampler2DShadow arg_0_arg_1;
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void textureGatherCompare_a5f587() {
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vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f, ivec2(0, 0));
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}
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vec4 vertex_main() {
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textureGatherCompare_a5f587();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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void main() {
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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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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uniform highp sampler2DShadow arg_0_arg_1;
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void textureGatherCompare_a5f587() {
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vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f, ivec2(0, 0));
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}
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void fragment_main() {
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textureGatherCompare_a5f587();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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uniform highp sampler2DShadow arg_0_arg_1;
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void textureGatherCompare_a5f587() {
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vec4 res = textureGatherOffset(arg_0_arg_1, vec2(0.0f, 0.0f), 1.0f, ivec2(0, 0));
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}
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void compute_main() {
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textureGatherCompare_a5f587();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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