| 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); | |
| } |