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This matches the term used in the WGSL spec. Change-Id: I4603332b828450c126ef806f1064ed54f372013f Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78787 Reviewed-by: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
54 lines
1009 B
GLSL
54 lines
1009 B
GLSL
#version 310 es
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precision mediump float;
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uniform highp isampler2DMS arg_0_1;
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void textureLoad_e3d2cc() {
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ivec4 res = texelFetch(arg_0_1, ivec2(0, 0), 1);
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}
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vec4 vertex_main() {
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textureLoad_e3d2cc();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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void main() {
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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precision mediump float;
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uniform highp isampler2DMS arg_0_1;
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void textureLoad_e3d2cc() {
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ivec4 res = texelFetch(arg_0_1, ivec2(0, 0), 1);
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}
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void fragment_main() {
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textureLoad_e3d2cc();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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precision mediump float;
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uniform highp isampler2DMS arg_0_1;
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void textureLoad_e3d2cc() {
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ivec4 res = texelFetch(arg_0_1, ivec2(0, 0), 1);
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}
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void compute_main() {
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textureLoad_e3d2cc();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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