var<private> outColor : vec4<f32>; | |
var<private> gl_FragDepth : f32; | |
var<private> gl_FragCoord : vec4<f32>; | |
fn main_1() { | |
outColor = vec4<f32>(0.0, 0.0, 0.0, 0.0); | |
let x_20 : f32 = gl_FragCoord.z; | |
gl_FragDepth = x_20; | |
return; | |
} | |
struct main_out { | |
@location(0) | |
outColor_1 : vec4<f32>, | |
@builtin(frag_depth) | |
gl_FragDepth_1 : f32, | |
} | |
@fragment | |
fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out { | |
gl_FragCoord = gl_FragCoord_param; | |
main_1(); | |
return main_out(outColor, gl_FragDepth); | |
} |