| #version 310 es |
| precision mediump float; |
| |
| vec3 Bad(uint index, vec3 rd) { |
| vec3 normal = vec3(0.0f); |
| normal[index] = -(sign(rd[index])); |
| return normalize(normal); |
| } |
| |
| struct S { |
| vec3 v; |
| uint i; |
| }; |
| |
| layout(binding = 0) buffer S_1 { |
| vec3 v; |
| uint i; |
| } io; |
| struct tint_symbol_2 { |
| uint idx; |
| }; |
| |
| void tint_symbol_inner(uint idx) { |
| io.v = Bad(io.i, io.v); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void tint_symbol(tint_symbol_2 tint_symbol_1) { |
| tint_symbol_inner(tint_symbol_1.idx); |
| return; |
| } |
| |
| |
| void main() { |
| tint_symbol_2 inputs; |
| inputs.idx = uint(gl_LocalInvocationIndex); |
| tint_symbol(inputs); |
| } |
| |