dawn-cmake/test/tint/shader_io/vertex_output_locations_struct.wgsl.expected.glsl
Ben Clayton 25b7e98d11 tint/writer/glsl: Inline constant expressions
This is required to handle materialized values, and for constant
expressions.

Bug: tint:1504
Change-Id: Ie0177f148e08a0e1a3f4d7e06e283f121655804b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92080
Commit-Queue: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
2022-06-01 01:11:59 +00:00

32 lines
783 B
GLSL

#version 310 es
layout(location = 0) flat out int loc0_1;
layout(location = 1) flat out uint loc1_1;
layout(location = 2) out float loc2_1;
layout(location = 3) out vec4 loc3_1;
struct VertexOutputs {
int loc0;
uint loc1;
float loc2;
vec4 loc3;
vec4 position;
};
VertexOutputs tint_symbol() {
VertexOutputs tint_symbol_1 = VertexOutputs(1, 1u, 1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f), vec4(0.0f));
return tint_symbol_1;
}
void main() {
gl_PointSize = 1.0;
VertexOutputs inner_result = tint_symbol();
loc0_1 = inner_result.loc0;
loc1_1 = inner_result.loc1;
loc2_1 = inner_result.loc2;
loc3_1 = inner_result.loc3;
gl_Position = inner_result.position;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}