28 lines
485 B
GLSL
28 lines
485 B
GLSL
#version 310 es
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precision mediump float;
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struct tint_symbol {
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vec4 value;
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};
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vec4 frag_main_inner() {
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float b = 0.0f;
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vec3 v = vec3(b);
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return vec4(v, 1.0f);
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}
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tint_symbol frag_main() {
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vec4 inner_result = frag_main_inner();
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tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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out vec4 value;
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void main() {
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tint_symbol outputs;
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outputs = frag_main();
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value = outputs.value;
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}
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