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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>
29 lines
635 B
GLSL
29 lines
635 B
GLSL
#version 310 es
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const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
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vec4 vtx_main(uint VertexIndex) {
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return vec4(pos[VertexIndex], 0.0f, 1.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vtx_main(uint(gl_VertexID));
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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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layout(location = 0) out vec4 value;
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vec4 frag_main() {
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return vec4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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void main() {
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vec4 inner_result = frag_main();
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value = inner_result;
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return;
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}
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