| #version 310 es |
| #extension GL_OES_sample_variables : require |
| #extension GL_AMD_gpu_shader_half_float : require |
| precision highp float; |
| precision highp int; |
| |
| layout(location = 0) out int loc0_1; |
| layout(location = 1) out uint loc1_1; |
| layout(location = 2) out float loc2_1; |
| layout(location = 3) out vec4 loc3_1; |
| layout(location = 4) out float16_t loc4_1; |
| layout(location = 5) out f16vec3 loc5_1; |
| struct PushConstants { |
| float min_depth; |
| float max_depth; |
| }; |
| |
| layout(location=0) uniform PushConstants push_constants; |
| float clamp_frag_depth(float v) { |
| return clamp(v, push_constants.min_depth, push_constants.max_depth); |
| } |
| |
| struct FragmentOutputs { |
| int loc0; |
| float frag_depth; |
| uint loc1; |
| float loc2; |
| uint sample_mask; |
| vec4 loc3; |
| float16_t loc4; |
| f16vec3 loc5; |
| }; |
| |
| FragmentOutputs clamp_frag_depth_FragmentOutputs(FragmentOutputs s) { |
| FragmentOutputs tint_symbol_1 = FragmentOutputs(s.loc0, clamp_frag_depth(s.frag_depth), s.loc1, s.loc2, s.sample_mask, s.loc3, s.loc4, s.loc5); |
| return tint_symbol_1; |
| } |
| |
| FragmentOutputs tint_symbol() { |
| FragmentOutputs tint_symbol_2 = FragmentOutputs(1, 2.0f, 1u, 1.0f, 2u, vec4(1.0f, 2.0f, 3.0f, 4.0f), 2.25hf, f16vec3(3.0hf, 5.0hf, 8.0hf)); |
| return clamp_frag_depth_FragmentOutputs(tint_symbol_2); |
| } |
| |
| void main() { |
| FragmentOutputs inner_result = tint_symbol(); |
| loc0_1 = inner_result.loc0; |
| gl_FragDepth = inner_result.frag_depth; |
| loc1_1 = inner_result.loc1; |
| loc2_1 = inner_result.loc2; |
| gl_SampleMask[0] = int(inner_result.sample_mask); |
| loc3_1 = inner_result.loc3; |
| loc4_1 = inner_result.loc4; |
| loc5_1 = inner_result.loc5; |
| return; |
| } |