dawn-cmake/test/bug/tint/824.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

27 lines
1000 B
GLSL

#version 310 es
layout(location = 0) out vec4 color_1;
struct Output {
vec4 Position;
vec4 color;
};
Output tint_symbol(uint VertexIndex, uint InstanceIndex) {
vec2 zv[4] = vec2[4](vec2(0.200000003f, 0.200000003f), vec2(0.300000012f, 0.300000012f), vec2(-0.100000001f, -0.100000001f), vec2(1.100000024f, 1.100000024f));
float z = zv[InstanceIndex].x;
Output tint_symbol_1 = Output(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol_1.Position = vec4(0.5f, 0.5f, z, 1.0f);
vec4 colors[4] = vec4[4](vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(0.0f, 1.0f, 0.0f, 1.0f), vec4(0.0f, 0.0f, 1.0f, 1.0f), vec4(1.0f, 1.0f, 1.0f, 1.0f));
tint_symbol_1.color = colors[InstanceIndex];
return tint_symbol_1;
}
void main() {
Output inner_result = tint_symbol(uint(gl_VertexID), uint(gl_InstanceID));
gl_Position = inner_result.Position;
color_1 = inner_result.color;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}