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Combined with the new PadArrayElements transform, arrays with strides are now correctly emitted. Fixed: tint:182 Fixed: tint:895 Change-Id: I26a1be94dee6e4c9d9747c8317a932fc1fb3c810 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/54640 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: James Price <jrprice@google.com>
45 lines
1.2 KiB
HLSL
45 lines
1.2 KiB
HLSL
struct Uniforms {
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/* 0x0000 */ float4x4 modelViewProjectionMatrix;
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};
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ConstantBuffer<Uniforms> uniforms : register(b0, space0);
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struct VertexInput {
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float4 cur_position;
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float4 color;
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};
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struct VertexOutput {
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float4 vtxFragColor;
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float4 Position;
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};
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struct tint_symbol_1 {
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float4 cur_position : TEXCOORD0;
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float4 color : TEXCOORD1;
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};
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struct tint_symbol_2 {
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float4 vtxFragColor : TEXCOORD0;
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float4 Position : SV_Position;
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};
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tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) {
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const VertexInput input = {tint_symbol.cur_position, tint_symbol.color};
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VertexOutput output = {float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)};
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output.Position = mul(input.cur_position, uniforms.modelViewProjectionMatrix);
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output.vtxFragColor = input.color;
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const tint_symbol_2 tint_symbol_6 = {output.vtxFragColor, output.Position};
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return tint_symbol_6;
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}
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struct tint_symbol_4 {
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float4 fragColor : TEXCOORD0;
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};
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struct tint_symbol_5 {
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float4 value : SV_Target0;
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};
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tint_symbol_5 frag_main(tint_symbol_4 tint_symbol_3) {
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const float4 fragColor = tint_symbol_3.fragColor;
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const tint_symbol_5 tint_symbol_7 = {fragColor};
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return tint_symbol_7;
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}
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