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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>
68 lines
1.5 KiB
GLSL
68 lines
1.5 KiB
GLSL
#version 310 es
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layout(location = 0) in vec4 cur_position_1;
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layout(location = 1) in vec4 color_1;
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layout(location = 0) out vec4 vtxFragColor_1;
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struct Uniforms {
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mat4 modelViewProjectionMatrix;
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};
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layout(binding = 0) uniform Uniforms_1 {
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mat4 modelViewProjectionMatrix;
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} uniforms;
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struct VertexInput {
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vec4 cur_position;
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vec4 color;
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};
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struct VertexOutput {
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vec4 vtxFragColor;
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vec4 Position;
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};
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VertexOutput vtx_main(VertexInput tint_symbol) {
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VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
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tint_symbol_1.Position = (uniforms.modelViewProjectionMatrix * tint_symbol.cur_position);
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tint_symbol_1.vtxFragColor = tint_symbol.color;
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return tint_symbol_1;
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}
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void main() {
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VertexInput tint_symbol_2 = VertexInput(cur_position_1, color_1);
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VertexOutput inner_result = vtx_main(tint_symbol_2);
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vtxFragColor_1 = inner_result.vtxFragColor;
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gl_Position = inner_result.Position;
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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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#version 310 es
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precision mediump float;
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layout(location = 0) in vec4 fragColor_1;
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layout(location = 0) out vec4 value;
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struct Uniforms {
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mat4 modelViewProjectionMatrix;
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};
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struct VertexInput {
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vec4 cur_position;
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vec4 color;
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};
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struct VertexOutput {
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vec4 vtxFragColor;
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vec4 Position;
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};
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vec4 frag_main(vec4 fragColor) {
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return fragColor;
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}
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void main() {
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vec4 inner_result = frag_main(fragColor_1);
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value = inner_result;
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return;
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}
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