| [[group(2), binding(1)]] var x_20 : texture_depth_2d; |
| |
| fn main_1() { |
| let f1 : f32 = 1.0; |
| let vf12 : vec2<f32> = vec2<f32>(1.0, 2.0); |
| let vf123 : vec3<f32> = vec3<f32>(1.0, 2.0, 3.0); |
| let vf1234 : vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0); |
| let i1 : i32 = 1; |
| let vi12 : vec2<i32> = vec2<i32>(1, 2); |
| let vi123 : vec3<i32> = vec3<i32>(1, 2, 3); |
| let vi1234 : vec4<i32> = vec4<i32>(1, 2, 3, 4); |
| let u1 : u32 = 1u; |
| let vu12 : vec2<u32> = vec2<u32>(1u, 2u); |
| let vu123 : vec3<u32> = vec3<u32>(1u, 2u, 3u); |
| let vu1234 : vec4<u32> = vec4<u32>(1u, 2u, 3u, 4u); |
| let offsets2d : vec2<i32> = vec2<i32>(3, 4); |
| let x_99 : vec4<f32> = vec4<f32>(textureLoad(x_20, vi12, 3), 0.0, 0.0, 0.0); |
| return; |
| } |
| |
| [[stage(fragment)]] |
| fn main() { |
| main_1(); |
| } |