dawn-cmake/test/tint/samples/triangle.wgsl.expected.glsl
Stephen White 790e4c2d60 GLSL writer: emit gl_PointSize = 1 in all vertex shaders for OpenGL.
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>
2022-04-22 21:25:02 +00:00

29 lines
635 B
GLSL

#version 310 es
const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
vec4 vtx_main(uint VertexIndex) {
return vec4(pos[VertexIndex], 0.0f, 1.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vtx_main(uint(gl_VertexID));
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
layout(location = 0) out vec4 value;
vec4 frag_main() {
return vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
void main() {
vec4 inner_result = frag_main();
value = inner_result;
return;
}