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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>
30 lines
700 B
GLSL
30 lines
700 B
GLSL
#version 310 es
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layout(location = 0) in int loc0_1;
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layout(location = 1) in uint loc1_1;
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layout(location = 2) in float loc2_1;
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layout(location = 3) in vec4 loc3_1;
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struct VertexInputs {
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int loc0;
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uint loc1;
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float loc2;
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vec4 loc3;
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};
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vec4 tint_symbol(VertexInputs inputs) {
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int i = inputs.loc0;
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uint u = inputs.loc1;
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float f = inputs.loc2;
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vec4 v = inputs.loc3;
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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(loc0_1, loc1_1, loc2_1, loc3_1);
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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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