blob: 905ec2fe3a688b4f5fda2774c76cdfcbaf0c4252 [file] [log] [blame]
#version 310 es
#extension GL_OES_sample_variables : require
precision highp float;
precision highp int;
layout(location = 0) out int loc0_1;
layout(location = 1) out uint loc1_1;
layout(location = 2) out float loc2_1;
layout(location = 3) out vec4 loc3_1;
struct PushConstants {
float min_depth;
float max_depth;
};
layout(location=0) uniform PushConstants push_constants;
float clamp_frag_depth(float v) {
return clamp(v, push_constants.min_depth, push_constants.max_depth);
}
struct FragmentOutputs {
int loc0;
float frag_depth;
uint loc1;
float loc2;
uint sample_mask;
vec4 loc3;
};
FragmentOutputs clamp_frag_depth_FragmentOutputs(FragmentOutputs s) {
FragmentOutputs tint_symbol_1 = FragmentOutputs(s.loc0, clamp_frag_depth(s.frag_depth), s.loc1, s.loc2, s.sample_mask, s.loc3);
return tint_symbol_1;
}
FragmentOutputs tint_symbol() {
FragmentOutputs tint_symbol_2 = FragmentOutputs(1, 2.0f, 1u, 1.0f, 2u, vec4(1.0f, 2.0f, 3.0f, 4.0f));
return clamp_frag_depth_FragmentOutputs(tint_symbol_2);
}
void main() {
FragmentOutputs inner_result = tint_symbol();
loc0_1 = inner_result.loc0;
gl_FragDepth = inner_result.frag_depth;
loc1_1 = inner_result.loc1;
loc2_1 = inner_result.loc2;
gl_SampleMask[0] = int(inner_result.sample_mask);
loc3_1 = inner_result.loc3;
return;
}