dawn-cmake/test/tint/shader_io/vertex_input_mixed_f16.wgsl...

42 lines
1.2 KiB
GLSL

#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
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;
layout(location = 5) in f16vec3 loc5_1;
layout(location = 4) in float16_t loc4_1;
struct VertexInputs0 {
uint vertex_index;
int loc0;
};
struct VertexInputs1 {
float loc2;
vec4 loc3;
f16vec3 loc5;
};
vec4 tint_symbol(VertexInputs0 inputs0, uint loc1, uint instance_index, VertexInputs1 inputs1, float16_t loc4) {
uint foo = (inputs0.vertex_index + instance_index);
int i = inputs0.loc0;
uint u = loc1;
float f = inputs1.loc2;
vec4 v = inputs1.loc3;
float16_t x = loc4;
f16vec3 y = inputs1.loc5;
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
VertexInputs0 tint_symbol_1 = VertexInputs0(uint(gl_VertexID), loc0_1);
VertexInputs1 tint_symbol_2 = VertexInputs1(loc2_1, loc3_1, loc5_1);
vec4 inner_result = tint_symbol(tint_symbol_1, loc1_1, uint(gl_InstanceID), tint_symbol_2, loc4_1);
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}