35 lines
888 B
GLSL
35 lines
888 B
GLSL
#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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layout(location = 0) out int loc0_1;
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layout(location = 1) out uint loc1_1;
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layout(location = 2) out float loc2_1;
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layout(location = 3) out vec4 loc3_1;
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layout(location = 4) out float16_t loc4_1;
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layout(location = 5) out f16vec3 loc5_1;
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struct FragmentOutputs {
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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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FragmentOutputs tint_symbol() {
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FragmentOutputs tint_symbol_1 = FragmentOutputs(1, 1u, 1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f), 2.25hf, f16vec3(3.0hf, 5.0hf, 8.0hf));
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return tint_symbol_1;
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}
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void main() {
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FragmentOutputs inner_result = tint_symbol();
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loc0_1 = inner_result.loc0;
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loc1_1 = inner_result.loc1;
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loc2_1 = inner_result.loc2;
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loc3_1 = inner_result.loc3;
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loc4_1 = inner_result.loc4;
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loc5_1 = inner_result.loc5;
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return;
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}
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