| #version 310 es |
| #extension GL_OES_sample_variables: require |
| #extension GL_AMD_gpu_shader_half_float: require |
| precision highp float; |
| precision highp int; |
| |
| |
| struct tint_push_constant_struct { |
| float tint_frag_depth_min; |
| float tint_frag_depth_max; |
| }; |
| |
| struct FragmentOutputs { |
| int loc0; |
| float frag_depth; |
| uint loc1; |
| float loc2; |
| uint sample_mask; |
| vec4 loc3; |
| float16_t loc4; |
| f16vec3 loc5; |
| }; |
| |
| layout(location = 0) uniform tint_push_constant_struct tint_push_constants; |
| layout(location = 0) out int tint_symbol_loc0_Output; |
| layout(location = 1) out uint tint_symbol_loc1_Output; |
| layout(location = 2) out float tint_symbol_loc2_Output; |
| layout(location = 3) out vec4 tint_symbol_loc3_Output; |
| layout(location = 4) out float16_t tint_symbol_loc4_Output; |
| layout(location = 5) out f16vec3 tint_symbol_loc5_Output; |
| FragmentOutputs tint_symbol_inner() { |
| return 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)); |
| } |
| void main() { |
| FragmentOutputs v = tint_symbol_inner(); |
| tint_symbol_loc0_Output = v.loc0; |
| gl_FragDepth = clamp(v.frag_depth, tint_push_constants.tint_frag_depth_min, tint_push_constants.tint_frag_depth_max); |
| tint_symbol_loc1_Output = v.loc1; |
| tint_symbol_loc2_Output = v.loc2; |
| gl_SampleMask[0u] = int(v.sample_mask); |
| tint_symbol_loc3_Output = v.loc3; |
| tint_symbol_loc4_Output = v.loc4; |
| tint_symbol_loc5_Output = v.loc5; |
| } |