dawn-cmake/test/tint/builtins/gen/literal/textureSampleLevel/dcbecb.wgsl.expected.glsl

71 lines
1.4 KiB
GLSL

#version 310 es
uniform highp sampler3D arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleLevel_dcbecb() {
vec4 res = textureLodOffset(arg_0_arg_1, vec3(1.0f), 1.0f, ivec3(1));
prevent_dce.inner = res;
}
vec4 vertex_main() {
textureSampleLevel_dcbecb();
return vec4(0.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision highp float;
uniform highp sampler3D arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleLevel_dcbecb() {
vec4 res = textureLodOffset(arg_0_arg_1, vec3(1.0f), 1.0f, ivec3(1));
prevent_dce.inner = res;
}
void fragment_main() {
textureSampleLevel_dcbecb();
}
void main() {
fragment_main();
return;
}
#version 310 es
uniform highp sampler3D arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
vec4 inner;
} prevent_dce;
void textureSampleLevel_dcbecb() {
vec4 res = textureLodOffset(arg_0_arg_1, vec3(1.0f), 1.0f, ivec3(1));
prevent_dce.inner = res;
}
void compute_main() {
textureSampleLevel_dcbecb();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}