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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>
17 lines
484 B
GLSL
17 lines
484 B
GLSL
#version 310 es
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const uint width = 128u;
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layout(binding = 1, std430) buffer Result_1 {
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float values[];
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} result;
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uniform highp sampler2D tex_1;
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void tint_symbol(uvec3 GlobalInvocationId) {
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result.values[((GlobalInvocationId.y * width) + GlobalInvocationId.x)] = texelFetch(tex_1, ivec2(int(GlobalInvocationId.x), int(GlobalInvocationId.y)), 0).x;
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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tint_symbol(gl_GlobalInvocationID);
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return;
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}
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