mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-06-03 13:11:34 +00:00
The OpenGL ES 3.1 spec says: "The point size is taken from the shader built-in gl_PointSize written by the vertex shader, and clamped to the implementation-dependent point size range. If the value written to gl_PointSize is less than or equal to zero, or if no value is written, the point size is undefined." ANGLE/D3D11 will emit a warning on this and abort processing, causing dawn_end2end tests to fail. Bug: dawn:1390 Change-Id: I6a56467842ba80d8a070af7240ee07bb111089dd Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87720 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
31 lines
722 B
GLSL
31 lines
722 B
GLSL
#version 310 es
|
|
|
|
layout(location = 0) in int loc0_1;
|
|
layout(location = 1) in uint loc1_1;
|
|
layout(location = 2) in float loc2_1;
|
|
layout(location = 3) in vec4 loc3_1;
|
|
struct VertexInputs {
|
|
int loc0;
|
|
uint loc1;
|
|
float loc2;
|
|
vec4 loc3;
|
|
};
|
|
|
|
vec4 tint_symbol(VertexInputs inputs) {
|
|
int i = inputs.loc0;
|
|
uint u = inputs.loc1;
|
|
float f = inputs.loc2;
|
|
vec4 v = inputs.loc3;
|
|
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
void main() {
|
|
gl_PointSize = 1.0;
|
|
VertexInputs tint_symbol_1 = VertexInputs(loc0_1, loc1_1, loc2_1, loc3_1);
|
|
vec4 inner_result = tint_symbol(tint_symbol_1);
|
|
gl_Position = inner_result;
|
|
gl_Position.y = -(gl_Position.y);
|
|
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
|
|
return;
|
|
}
|