34 lines
794 B
GLSL
34 lines
794 B
GLSL
#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision highp float;
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layout(location = 0) flat in int loc0_1;
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layout(location = 1) flat in uint loc1_1;
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layout(location = 2) in float loc2_1;
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layout(location = 3) in vec4 loc3_1;
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layout(location = 4) in float16_t loc4_1;
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layout(location = 5) in f16vec3 loc5_1;
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struct FragmentInputs {
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int loc0;
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uint loc1;
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float loc2;
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vec4 loc3;
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float16_t loc4;
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f16vec3 loc5;
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};
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void tint_symbol(FragmentInputs inputs) {
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int i = inputs.loc0;
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uint u = inputs.loc1;
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float f = inputs.loc2;
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vec4 v = inputs.loc3;
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float16_t x = inputs.loc4;
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f16vec3 y = inputs.loc5;
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}
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void main() {
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FragmentInputs tint_symbol_1 = FragmentInputs(loc0_1, loc1_1, loc2_1, loc3_1, loc4_1, loc5_1);
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tint_symbol(tint_symbol_1);
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return;
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}
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