dawn-cmake/test/bug/fxc/gradient_in_varying_loop/1112.wgsl.expected.glsl
Stephen White 0b39270e01 GLSL: move entry point handling to CanonicalizeEntryPointIO transform.
Move builtin_to_string() and builtin_type() to
the CanonicalizeEntryPointIO transform. Use the former to
rename entry point IO variables to the gl_ names, and the latter
to cast values to the correct type.

Change-Id: Iddfad574ddd660ff1bfd89a399a001b967b6b67e
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78380
Reviewed-by: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
2022-01-28 22:36:58 +00:00

45 lines
986 B
GLSL

#version 310 es
precision mediump float;
layout(location = 0) in vec2 vUV_1;
layout(location = 0) out vec4 value;
uniform highp sampler2D randomTexture_Sampler;
uniform highp sampler2D depthTexture_Sampler;
vec4 tint_symbol(vec2 vUV) {
vec3 random = texture(randomTexture_Sampler, vUV).rgb;
int i = 0;
while (true) {
if ((i < 1)) {
} else {
break;
}
vec3 offset = vec3(random.x);
bool tint_tmp_2 = (offset.x < 0.0f);
if (!tint_tmp_2) {
tint_tmp_2 = (offset.y < 0.0f);
}
bool tint_tmp_1 = (tint_tmp_2);
if (!tint_tmp_1) {
tint_tmp_1 = (offset.x > 1.0f);
}
bool tint_tmp = (tint_tmp_1);
if (!tint_tmp) {
tint_tmp = (offset.y > 1.0f);
}
if ((tint_tmp)) {
i = (i + 1);
continue;
}
float sampleDepth = texture(depthTexture_Sampler, offset.xy).r;
i = (i + 1);
}
return vec4(1.0f);
}
void main() {
vec4 inner_result = tint_symbol(vUV_1);
value = inner_result;
return;
}