dawn-cmake/test/tint/builtins/textureDimensions/depth_ms.spvasm.expected.glsl

97 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 textureDimensions_f60bdb() {
ivec2 res = ivec2(0, 0);
ivec2 x_16 = ivec2(textureSize(arg_0_1));
res = x_16;
return;
}
void tint_symbol_2(vec4 tint_symbol) {
tint_symbol_1 = tint_symbol;
return;
}
void vertex_main_1() {
textureDimensions_f60bdb();
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() {
gl_PointSize = 1.0;
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 textureDimensions_f60bdb() {
ivec2 res = ivec2(0, 0);
ivec2 x_16 = ivec2(textureSize(arg_0_1));
res = x_16;
return;
}
struct vertex_main_out {
vec4 tint_symbol_1_1;
};
void fragment_main_1() {
textureDimensions_f60bdb();
return;
}
void fragment_main() {
fragment_main_1();
}
void main() {
fragment_main();
return;
}
#version 310 es
uniform highp sampler2DMS arg_0_1;
void textureDimensions_f60bdb() {
ivec2 res = ivec2(0, 0);
ivec2 x_16 = ivec2(textureSize(arg_0_1));
res = x_16;
return;
}
struct vertex_main_out {
vec4 tint_symbol_1_1;
};
void compute_main_1() {
textureDimensions_f60bdb();
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;
}