| // |
| // any |
| // |
| #version 310 es |
| precision highp float; |
| precision highp int; |
| |
| layout(location = 0) uniform uint tint_immediates[2]; |
| float any_inner() { |
| return 1.0f; |
| } |
| void main() { |
| float v = any_inner(); |
| gl_FragDepth = clamp(v, uintBitsToFloat(tint_immediates[0u]), uintBitsToFloat(tint_immediates[1u])); |
| } |
| // |
| // less |
| // |
| #version 310 es |
| #extension GL_EXT_conservative_depth: require |
| precision highp float; |
| precision highp int; |
| |
| layout(location = 0) uniform uint tint_immediates[2]; |
| layout(depth_less) out float gl_FragDepth; |
| float less_inner() { |
| return 1.0f; |
| } |
| void main() { |
| float v = less_inner(); |
| gl_FragDepth = clamp(v, uintBitsToFloat(tint_immediates[0u]), uintBitsToFloat(tint_immediates[1u])); |
| } |
| // |
| // greater |
| // |
| #version 310 es |
| #extension GL_EXT_conservative_depth: require |
| precision highp float; |
| precision highp int; |
| |
| layout(location = 0) uniform uint tint_immediates[2]; |
| layout(depth_greater) out float gl_FragDepth; |
| float greater_inner() { |
| return 1.0f; |
| } |
| void main() { |
| float v = greater_inner(); |
| gl_FragDepth = clamp(v, uintBitsToFloat(tint_immediates[0u]), uintBitsToFloat(tint_immediates[1u])); |
| } |