dawn-cmake/test/builtins/textureLoad/depth_ms.spvasm.expected.glsl
Stephen White bf0180bcee GLSL: only emit default precision qualifier for frag shader.
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>
2022-02-07 18:49:46 +00:00

96 lines
1.7 KiB
GLSL

#version 310 es
vec4 tint_symbol_1 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
uniform highp sampler2DMS arg_0_1;
void textureLoad_6273b1() {
float res = 0.0f;
vec4 x_17 = vec4(texelFetch(arg_0_1, ivec2(0, 0), 1).x, 0.0f, 0.0f, 0.0f);
res = x_17.x;
return;
}
void tint_symbol_2(vec4 tint_symbol) {
tint_symbol_1 = tint_symbol;
return;
}
void vertex_main_1() {
textureLoad_6273b1();
tint_symbol_2(vec4(0.0f, 0.0f, 0.0f, 0.0f));
return;
}
struct vertex_main_out {
vec4 tint_symbol_1_1;
};
vertex_main_out vertex_main() {
vertex_main_1();
vertex_main_out tint_symbol_3 = vertex_main_out(tint_symbol_1);
return tint_symbol_3;
}
void main() {
vertex_main_out inner_result = vertex_main();
gl_Position = inner_result.tint_symbol_1_1;
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 sampler2DMS arg_0_1;
void textureLoad_6273b1() {
float res = 0.0f;
vec4 x_17 = vec4(texelFetch(arg_0_1, ivec2(0, 0), 1).x, 0.0f, 0.0f, 0.0f);
res = x_17.x;
return;
}
struct vertex_main_out {
vec4 tint_symbol_1_1;
};
void fragment_main_1() {
textureLoad_6273b1();
return;
}
void fragment_main() {
fragment_main_1();
}
void main() {
fragment_main();
return;
}
#version 310 es
uniform highp sampler2DMS arg_0_1;
void textureLoad_6273b1() {
float res = 0.0f;
vec4 x_17 = vec4(texelFetch(arg_0_1, ivec2(0, 0), 1).x, 0.0f, 0.0f, 0.0f);
res = x_17.x;
return;
}
struct vertex_main_out {
vec4 tint_symbol_1_1;
};
void compute_main_1() {
textureLoad_6273b1();
return;
}
void compute_main() {
compute_main_1();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}