dawn-cmake/test/tint/samples/cube.wgsl.expected.glsl

65 lines
1.5 KiB
GLSL

#version 310 es
layout(location = 0) in vec4 cur_position_1;
layout(location = 1) in vec4 color_1;
layout(location = 0) out vec4 vtxFragColor_1;
layout(binding = 0) uniform Uniforms_ubo {
mat4 modelViewProjectionMatrix;
} uniforms;
struct VertexInput {
vec4 cur_position;
vec4 color;
};
struct VertexOutput {
vec4 vtxFragColor;
vec4 Position;
};
VertexOutput vtx_main(VertexInput tint_symbol) {
VertexOutput tint_symbol_1 = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
tint_symbol_1.Position = (uniforms.modelViewProjectionMatrix * tint_symbol.cur_position);
tint_symbol_1.vtxFragColor = tint_symbol.color;
return tint_symbol_1;
}
void main() {
gl_PointSize = 1.0;
VertexInput tint_symbol_2 = VertexInput(cur_position_1, color_1);
VertexOutput inner_result = vtx_main(tint_symbol_2);
vtxFragColor_1 = inner_result.vtxFragColor;
gl_Position = inner_result.Position;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
layout(location = 0) in vec4 fragColor_1;
layout(location = 0) out vec4 value;
struct Uniforms {
mat4 modelViewProjectionMatrix;
};
struct VertexInput {
vec4 cur_position;
vec4 color;
};
struct VertexOutput {
vec4 vtxFragColor;
vec4 Position;
};
vec4 frag_main(vec4 fragColor) {
return fragColor;
}
void main() {
vec4 inner_result = frag_main(fragColor_1);
value = inner_result;
return;
}