dawn-cmake/test/shader_io/vertex_input_mixed.wgsl.expected.glsl
Stephen White 0b39270e01 GLSL: move entry point handling to CanonicalizeEntryPointIO transform.
Move builtin_to_string() and builtin_type() to
the CanonicalizeEntryPointIO transform. Use the former to
rename entry point IO variables to the gl_ names, and the latter
to cast values to the correct type.

Change-Id: Iddfad574ddd660ff1bfd89a399a001b967b6b67e
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78380
Reviewed-by: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2022-01-28 22:36:58 +00:00

36 lines
972 B
GLSL

#version 310 es
precision mediump float;
layout(location = 0) in int loc0_1;
layout(location = 1) in uint loc1_1;
layout(location = 2) in float loc2_1;
layout(location = 3) in vec4 loc3_1;
struct VertexInputs0 {
uint vertex_index;
int loc0;
};
struct VertexInputs1 {
float loc2;
vec4 loc3;
};
vec4 tint_symbol(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1) {
uint foo = (inputs0.vertex_index + instance_index);
int i = inputs0.loc0;
uint u = loc1;
float f = inputs1.loc2;
vec4 v = inputs1.loc3;
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
VertexInputs0 tint_symbol_1 = VertexInputs0(uint(gl_VertexID), loc0_1);
VertexInputs1 tint_symbol_2 = VertexInputs1(loc2_1, loc3_1);
vec4 inner_result = tint_symbol(tint_symbol_1, loc1_1, uint(gl_InstanceID), tint_symbol_2);
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}