dawn-cmake/test/bug/tint/757.wgsl.expected.glsl
Stephen White bf0180bcee GLSL: only emit default precision qualifier for frag shader.
Other shader types don't need this.
Also fix code style of member var.

Bug: tint:1360
Change-Id: Ic3600ec7c6da9b85b57655fabbf1f2e44b0ea7d3
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79640
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2022-02-07 18:49:46 +00:00

27 lines
682 B
GLSL

#version 310 es
struct Constants {
int level;
};
layout(binding = 3, std430) buffer Result_1 {
float values[];
} result;
uniform highp sampler2DArray myTexture_1;
void tint_symbol(uvec3 GlobalInvocationID) {
uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x);
flatIndex = (flatIndex * 1u);
vec4 texel = texelFetch(myTexture_1, ivec3(ivec2(GlobalInvocationID.xy), 0), 0);
{
for(uint i = 0u; (i < 1u); i = (i + 1u)) {
result.values[(flatIndex + i)] = texel.r;
}
}
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol(gl_GlobalInvocationID);
return;
}