dawn-cmake/test/tint/builtins/gen/var/textureGather/10c554.wgsl.expected.glsl

74 lines
1.4 KiB
GLSL

#version 310 es
uniform highp samplerCubeShadow arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureGather_10c554() {
vec3 arg_2 = vec3(1.0f);
vec4 res = textureGather(arg_0_arg_1, arg_2, 0.0);
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureGather_10c554();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
uniform highp samplerCubeShadow arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureGather_10c554() {
vec3 arg_2 = vec3(1.0f);
vec4 res = textureGather(arg_0_arg_1, arg_2, 0.0);
prevent_dce.inner = res;
}
void fragment_main() {
textureGather_10c554();
}
void main() {
fragment_main();
return;
}
#version 310 es
uniform highp samplerCubeShadow arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureGather_10c554() {
vec3 arg_2 = vec3(1.0f);
vec4 res = textureGather(arg_0_arg_1, arg_2, 0.0);
prevent_dce.inner = res;
}
void compute_main() {
textureGather_10c554();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}