dawn-cmake/test/shader_io/vertex_output_locations_struct.wgsl.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

31 lines
779 B
GLSL

#version 310 es
layout(location = 0) flat out int loc0_1;
layout(location = 1) flat out uint loc1_1;
layout(location = 2) out float loc2_1;
layout(location = 3) out vec4 loc3_1;
struct VertexOutputs {
int loc0;
uint loc1;
float loc2;
vec4 loc3;
vec4 position;
};
VertexOutputs tint_symbol() {
VertexOutputs tint_symbol_1 = VertexOutputs(1, 1u, 1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
return tint_symbol_1;
}
void main() {
VertexOutputs inner_result = tint_symbol();
loc0_1 = inner_result.loc0;
loc1_1 = inner_result.loc1;
loc2_1 = inner_result.loc2;
loc3_1 = inner_result.loc3;
gl_Position = inner_result.position;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}