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39 lines
1.1 KiB
GLSL
39 lines
1.1 KiB
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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struct Foo {
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vec4 a;
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int b;
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};
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const vec3 const2_ = vec3(0.0, 1.0, 2.0);
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const mat2x2 const3_ = mat2x2(vec2(0.0, 1.0), vec2(2.0, 3.0));
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const mat2x2 const4_[1] = mat2x2[1](mat2x2(vec2(0.0, 1.0), vec2(2.0, 3.0)));
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const bool cz0_ = false;
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const int cz1_ = 0;
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const uint cz2_ = 0u;
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const float cz3_ = 0.0;
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const uvec2 cz4_ = uvec2(0u);
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const mat2x2 cz5_ = mat2x2(0.0);
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const Foo cz6_[3] = Foo[3](Foo(vec4(0.0), 0), Foo(vec4(0.0), 0), Foo(vec4(0.0), 0));
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const Foo cz7_ = Foo(vec4(0.0), 0);
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const int cp3_[4] = int[4](0, 1, 2, 3);
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void main() {
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Foo foo = Foo(vec4(0.0), 0);
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foo = Foo(vec4(1.0), 1);
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mat2x2 m0_ = mat2x2(vec2(1.0, 0.0), vec2(0.0, 1.0));
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mat4x4 m1_ = mat4x4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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uvec2 cit0_ = uvec2(0u);
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mat2x2 cit1_ = mat2x2(vec2(0.0), vec2(0.0));
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int cit2_[4] = int[4](0, 1, 2, 3);
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bool ic0_ = bool(false);
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uvec2 ic4_ = uvec2(0u, 0u);
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mat2x3 ic5_ = mat2x3(vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0));
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}
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