| 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); | |
| } |