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Other shader types don't need this. Also fix code style of member var. Bug: tint:1360 Change-Id: Ic3600ec7c6da9b85b57655fabbf1f2e44b0ea7d3 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79640 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
51 lines
1023 B
GLSL
51 lines
1023 B
GLSL
#version 310 es
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layout(location = 0) flat out int loc0_1;
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struct VertexOutput {
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vec4 pos;
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int loc0;
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};
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VertexOutput foo(float x) {
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VertexOutput tint_symbol = VertexOutput(vec4(x, x, x, 1.0f), 42);
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return tint_symbol;
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}
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VertexOutput vert_main1() {
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return foo(0.5f);
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}
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void main() {
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VertexOutput inner_result = vert_main1();
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gl_Position = inner_result.pos;
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loc0_1 = inner_result.loc0;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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layout(location = 0) flat out int loc0_1;
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struct VertexOutput {
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vec4 pos;
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int loc0;
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};
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VertexOutput foo(float x) {
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VertexOutput tint_symbol = VertexOutput(vec4(x, x, x, 1.0f), 42);
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return tint_symbol;
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}
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VertexOutput vert_main2() {
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return foo(0.25f);
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}
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void main() {
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VertexOutput inner_result = vert_main2();
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gl_Position = inner_result.pos;
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loc0_1 = inner_result.loc0;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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