dawn-cmake/test/builtins/gen/dot/7548a0.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

61 lines
1.1 KiB
GLSL

#version 310 es
uint tint_int_dot(uvec3 a, uvec3 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
}
void dot_7548a0() {
uint res = tint_int_dot(uvec3(0u, 0u, 0u), uvec3(0u, 0u, 0u));
}
vec4 vertex_main() {
dot_7548a0();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
uint tint_int_dot(uvec3 a, uvec3 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
}
void dot_7548a0() {
uint res = tint_int_dot(uvec3(0u, 0u, 0u), uvec3(0u, 0u, 0u));
}
void fragment_main() {
dot_7548a0();
}
void main() {
fragment_main();
return;
}
#version 310 es
uint tint_int_dot(uvec3 a, uvec3 b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
}
void dot_7548a0() {
uint res = tint_int_dot(uvec3(0u, 0u, 0u), uvec3(0u, 0u, 0u));
}
void compute_main() {
dot_7548a0();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}