dawn-cmake/test/shader_io/fragment_output_locations.w...

140 lines
2.2 KiB
GLSL

#version 310 es
precision mediump float;
struct tint_symbol {
int value;
};
int main0_inner() {
return 1;
}
struct tint_symbol_1 {
uint value;
};
struct tint_symbol_2 {
float value;
};
struct tint_symbol_3 {
vec4 value;
};
tint_symbol main0() {
int inner_result = main0_inner();
tint_symbol wrapper_result = tint_symbol(0);
wrapper_result.value = inner_result;
return wrapper_result;
}
layout(location = 0) out int value;
void main() {
tint_symbol outputs;
outputs = main0();
value = outputs.value;
}
#version 310 es
precision mediump float;
struct tint_symbol {
int value;
};
struct tint_symbol_1 {
uint value;
};
uint main1_inner() {
return 1u;
}
struct tint_symbol_2 {
float value;
};
struct tint_symbol_3 {
vec4 value;
};
tint_symbol_1 main1() {
uint inner_result_1 = main1_inner();
tint_symbol_1 wrapper_result_1 = tint_symbol_1(0u);
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
layout(location = 1) out uint value;
void main() {
tint_symbol_1 outputs;
outputs = main1();
value = outputs.value;
}
#version 310 es
precision mediump float;
struct tint_symbol {
int value;
};
struct tint_symbol_1 {
uint value;
};
struct tint_symbol_2 {
float value;
};
float main2_inner() {
return 1.0f;
}
struct tint_symbol_3 {
vec4 value;
};
tint_symbol_2 main2() {
float inner_result_2 = main2_inner();
tint_symbol_2 wrapper_result_2 = tint_symbol_2(0.0f);
wrapper_result_2.value = inner_result_2;
return wrapper_result_2;
}
layout(location = 2) out float value;
void main() {
tint_symbol_2 outputs;
outputs = main2();
value = outputs.value;
}
#version 310 es
precision mediump float;
struct tint_symbol {
int value;
};
struct tint_symbol_1 {
uint value;
};
struct tint_symbol_2 {
float value;
};
struct tint_symbol_3 {
vec4 value;
};
vec4 main3_inner() {
return vec4(1.0f, 2.0f, 3.0f, 4.0f);
}
tint_symbol_3 main3() {
vec4 inner_result_3 = main3_inner();
tint_symbol_3 wrapper_result_3 = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result_3.value = inner_result_3;
return wrapper_result_3;
}
layout(location = 3) out vec4 value;
void main() {
tint_symbol_3 outputs;
outputs = main3();
value = outputs.value;
}