| 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; |
| }; |
| |
| [[stage(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); |
| } |