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

46 lines
1.1 KiB
GLSL

#version 310 es
precision mediump float;
struct tint_symbol_2 {
int loc0;
uint loc1;
float loc2;
vec4 loc3;
};
struct tint_symbol_3 {
vec4 value;
};
vec4 tint_symbol_inner(int loc0, uint loc1, float loc2, vec4 loc3) {
int i = loc0;
uint u = loc1;
float f = loc2;
vec4 v = loc3;
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
vec4 inner_result = tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3);
tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
layout(location = 0) in int loc0;
layout(location = 1) in uint loc1;
layout(location = 2) in float loc2;
layout(location = 3) in vec4 loc3;
void main() {
tint_symbol_2 inputs;
inputs.loc0 = loc0;
inputs.loc1 = loc1;
inputs.loc2 = loc2;
inputs.loc3 = loc3;
tint_symbol_3 outputs;
outputs = tint_symbol(inputs);
gl_Position = outputs.value;
gl_Position.z = 2.0 * gl_Position.z - gl_Position.w;
gl_Position.y = -gl_Position.y;
}