dawn-cmake/test/shader_io/vertex_input_locations_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

30 lines
700 B
GLSL

#version 310 es
layout(location = 0) in int loc0_1;
layout(location = 1) in uint loc1_1;
layout(location = 2) in float loc2_1;
layout(location = 3) in vec4 loc3_1;
struct VertexInputs {
int loc0;
uint loc1;
float loc2;
vec4 loc3;
};
vec4 tint_symbol(VertexInputs inputs) {
int i = inputs.loc0;
uint u = inputs.loc1;
float f = inputs.loc2;
vec4 v = inputs.loc3;
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
VertexInputs tint_symbol_1 = VertexInputs(loc0_1, loc1_1, loc2_1, loc3_1);
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;
}