Ben Clayton f1f56b2d3c tint/writer/glsl: Set default precision to highp
WGSL states that `f32` is a IEEE-754 binary32. mediump precision guarantees are much smaller than highp, and using mediump can break code generated by tint.

Change-Id: I8a129c4c8ac078c785e0d5d7d21f19ed6b3620b5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/123400
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: Stephen White <senorblanco@chromium.org>
2023-03-09 19:58:23 +00:00

44 lines
900 B
GLSL

#version 310 es
precision highp float;
layout(location = 0) in vec2 vUV_1;
layout(location = 0) out vec4 value;
uniform highp sampler2D randomTexture_Sampler;
vec4 tint_symbol(vec2 vUV) {
vec3 random = texture(randomTexture_Sampler, vUV).rgb;
int i = 0;
while (true) {
if ((i < 1)) {
} else {
break;
}
vec3 offset = vec3(random.x);
bool tint_tmp_2 = (offset.x < 0.0f);
if (!tint_tmp_2) {
tint_tmp_2 = (offset.y < 0.0f);
}
bool tint_tmp_1 = (tint_tmp_2);
if (!tint_tmp_1) {
tint_tmp_1 = (offset.x > 1.0f);
}
bool tint_tmp = (tint_tmp_1);
if (!tint_tmp) {
tint_tmp = (offset.y > 1.0f);
}
if ((tint_tmp)) {
i = (i + 1);
continue;
}
float sampleDepth = 0.0f;
i = (i + 1);
}
return vec4(1.0f);
}
void main() {
vec4 inner_result = tint_symbol(vUV_1);
value = inner_result;
return;
}