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docs/ -> docs/tint/ fuzzers/ -> src/tint/fuzzers/ samples/ -> src/tint/cmd/ src/ -> src/tint/ test/ -> test/tint/ BUG=tint:1418,tint:1433 Change-Id: Id2aa79f989aef3245b80ef4aa37a27ff16cd700b Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/80482 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Ryan Harrison <rharrison@chromium.org>
36 lines
982 B
GLSL
36 lines
982 B
GLSL
#version 310 es
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#extension GL_OES_sample_variables : require
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precision mediump float;
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layout(location = 0) flat in int loc0_1;
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layout(location = 1) flat in uint loc1_1;
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layout(location = 3) in vec4 loc3_1;
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layout(location = 2) in float loc2_1;
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struct FragmentInputs0 {
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vec4 position;
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int loc0;
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};
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struct FragmentInputs1 {
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vec4 loc3;
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uint sample_mask;
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};
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void tint_symbol(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) {
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if (front_facing) {
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vec4 foo = inputs0.position;
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uint bar = (sample_index + inputs1.sample_mask);
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int i = inputs0.loc0;
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uint u = loc1;
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float f = loc2;
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vec4 v = inputs1.loc3;
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}
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}
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void main() {
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FragmentInputs0 tint_symbol_1 = FragmentInputs0(gl_FragCoord, loc0_1);
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FragmentInputs1 tint_symbol_2 = FragmentInputs1(loc3_1, uint(gl_SampleMaskIn[0]));
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tint_symbol(tint_symbol_1, gl_FrontFacing, loc1_1, uint(gl_SampleID), tint_symbol_2, loc2_1);
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return;
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}
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