dawn-cmake/test/tint/shader_io/vertex_input_locations_struct.wgsl.expected.glsl
Ben Clayton 25b7e98d11 tint/writer/glsl: Inline constant expressions
This is required to handle materialized values, and for constant
expressions.

Bug: tint:1504
Change-Id: Ie0177f148e08a0e1a3f4d7e06e283f121655804b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92080
Commit-Queue: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
2022-06-01 01:11:59 +00:00

31 lines
704 B
GLSL

#version 310 es
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 VertexInputs {
int loc0;
uint loc1;
float loc2;
vec4 loc3;
};
vec4 tint_symbol(VertexInputs inputs) {
int i = inputs.loc0;
uint u = inputs.loc1;
float f = inputs.loc2;
vec4 v = inputs.loc3;
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
VertexInputs tint_symbol_1 = VertexInputs(loc0_1, loc1_1, loc2_1, loc3_1);
vec4 inner_result = tint_symbol(tint_symbol_1);
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}