var<private> color_out : vec4<f32>; | |
var<private> gl_FragDepth : f32; | |
fn main_1() { | |
color_out = vec4<f32>(1.0, 0.0, 0.0, 1.0); | |
gl_FragDepth = 0.5; | |
return; | |
} | |
struct main_out { | |
[[location(0)]] | |
color_out_1 : vec4<f32>; | |
[[builtin(frag_depth)]] | |
gl_FragDepth_1 : f32; | |
}; | |
[[stage(fragment)]] | |
fn main() -> main_out { | |
main_1(); | |
return main_out(color_out, gl_FragDepth); | |
} |