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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>
21 lines
516 B
GLSL
21 lines
516 B
GLSL
#version 310 es
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struct VertexInputs {
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uint vertex_index;
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uint instance_index;
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};
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vec4 tint_symbol(VertexInputs inputs) {
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uint foo = (inputs.vertex_index + inputs.instance_index);
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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void main() {
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VertexInputs tint_symbol_1 = VertexInputs(uint(gl_VertexID), uint(gl_InstanceID));
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vec4 inner_result = tint_symbol(tint_symbol_1);
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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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