dawn-cmake/test/shader_io/vertex_input_builtins_struct.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

21 lines
516 B
GLSL

#version 310 es
struct VertexInputs {
uint vertex_index;
uint instance_index;
};
vec4 tint_symbol(VertexInputs inputs) {
uint foo = (inputs.vertex_index + inputs.instance_index);
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
VertexInputs tint_symbol_1 = VertexInputs(uint(gl_VertexID), uint(gl_InstanceID));
vec4 inner_result = tint_symbol(tint_symbol_1);
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}