mirror of
https://github.com/gfx-rs/wgpu.git
synced 2026-01-11 12:08:10 -05:00
[wgsl-out] Update entry point stage attributes
This commit is contained in:
committed by
João Capucho
parent
fbb77aa0dc
commit
1720725014
@@ -347,7 +347,7 @@ impl<W: Write> Writer<W> {
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ShaderStage::Fragment => "fragment",
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ShaderStage::Compute => "compute",
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};
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write!(self.out, "@stage({}) ", stage_str)?;
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write!(self.out, "@{} ", stage_str)?;
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}
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Attribute::WorkGroupSize(size) => {
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write!(
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@@ -21,7 +21,7 @@ fn main_1() {
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return;
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}
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@stage(fragment)
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@fragment
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fn main(@location(0) v_Uv: vec2<f32>) -> FragmentOutput {
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v_Uv_1 = v_Uv;
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main_1();
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@@ -42,7 +42,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main(@location(0) Vertex_Position: vec3<f32>, @location(1) Vertex_Normal: vec3<f32>, @location(2) Vertex_Uv: vec2<f32>) -> VertexOutput {
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Vertex_Position_1 = Vertex_Position;
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Vertex_Normal_1 = Vertex_Normal;
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@@ -43,7 +43,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main(@location(0) Vertex_Position: vec3<f32>, @location(1) Vertex_Normal: vec3<f32>, @location(2) Vertex_Uv: vec2<f32>) -> VertexOutput {
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Vertex_Position_1 = Vertex_Position;
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Vertex_Normal_1 = Vertex_Normal;
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@@ -51,7 +51,7 @@ fn main_1() {
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return;
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}
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@stage(compute) @workgroup_size(1, 1, 1)
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@compute @workgroup_size(1, 1, 1)
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fn main(@builtin(global_invocation_id) param: vec3<u32>) {
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gl_GlobalInvocationID = param;
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main_1();
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@@ -3,7 +3,7 @@ fn main_1() {
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}
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@stage(vertex)
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@vertex
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fn main() {
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main_1();
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return;
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@@ -4,7 +4,7 @@ fn main_1() {
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let _e1 = f32(1);
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}
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@stage(vertex)
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@vertex
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fn main() {
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main_1();
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return;
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@@ -2,7 +2,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main() {
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main_1();
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return;
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@@ -32,7 +32,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main(@location(0) position: vec2<f32>, @location(1) color: vec4<f32>) -> VertexOutput {
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position_1 = position;
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color_1 = color;
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@@ -8,7 +8,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main() {
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main_1();
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return;
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@@ -61,7 +61,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main() {
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main_1();
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return;
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@@ -5,7 +5,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main() {
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main_1();
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return;
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@@ -6,7 +6,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main() {
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main_1();
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return;
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@@ -16,7 +16,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main() {
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main_1();
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return;
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@@ -78,7 +78,7 @@ fn test_arr_as_arg(a: array<array<f32,10>,5>) -> f32 {
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return a[4][9];
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}
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@stage(vertex)
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@vertex
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fn foo_vert(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4<f32> {
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var foo: f32 = 0.0;
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var c: array<i32,5>;
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@@ -101,7 +101,7 @@ fn foo_vert(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4<f32> {
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return vec4<f32>((matrix * vec4<f32>(vec4<i32>(value))), 2.0);
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}
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@stage(fragment)
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@fragment
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fn foo_frag() -> @location(0) vec4<f32> {
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bar.matrix[1][2] = 1.0;
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bar.matrix = mat4x3<f32>(vec3<f32>(0.0), vec3<f32>(1.0), vec3<f32>(2.0), vec3<f32>(3.0));
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@@ -110,7 +110,7 @@ fn foo_frag() -> @location(0) vec4<f32> {
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return vec4<f32>(0.0);
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}
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@stage(compute) @workgroup_size(1, 1, 1)
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@compute @workgroup_size(1, 1, 1)
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fn atomics() {
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var tmp: i32;
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@@ -895,7 +895,7 @@ fn main_1() {
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return;
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}
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@stage(fragment)
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@fragment
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fn main(@location(0) v_WorldPosition: vec3<f32>, @location(1) v_WorldNormal: vec3<f32>, @location(2) v_Uv: vec2<f32>, @location(3) v_WorldTangent: vec4<f32>, @builtin(front_facing) param: bool) -> FragmentOutput {
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v_WorldPosition_1 = v_WorldPosition;
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v_WorldNormal_1 = v_WorldNormal;
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@@ -52,7 +52,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main(@location(0) Vertex_Position: vec3<f32>, @location(1) Vertex_Normal: vec3<f32>, @location(2) Vertex_Uv: vec2<f32>, @location(3) Vertex_Tangent: vec4<f32>) -> VertexOutput {
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Vertex_Position_1 = Vertex_Position;
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Vertex_Normal_1 = Vertex_Normal;
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@@ -180,7 +180,7 @@ fn main1() {
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return;
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}
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@stage(fragment)
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@fragment
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fn main() {
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main1();
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return;
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@@ -1,4 +1,4 @@
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@stage(compute) @workgroup_size(1, 1, 1)
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@compute @workgroup_size(1, 1, 1)
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fn main() {
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var i: i32 = 0;
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var i2_: vec2<i32>;
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@@ -105,7 +105,7 @@ fn main_1() {
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return;
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}
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@stage(fragment)
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@fragment
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fn main() {
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main_1();
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return;
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@@ -26,7 +26,7 @@ var<storage> particlesSrc: Particles;
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@group(0) @binding(2)
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var<storage, read_write> particlesDst: Particles;
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@stage(compute) @workgroup_size(64, 1, 1)
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@compute @workgroup_size(64, 1, 1)
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fn main(@builtin(global_invocation_id) global_invocation_id: vec3<u32>) {
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var vPos: vec2<f32>;
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var vVel: vec2<f32>;
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@@ -37,7 +37,7 @@ fn main_1() {
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return;
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}
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@stage(fragment)
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@fragment
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fn main() -> FragmentOutput {
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main_1();
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let _e3 = o_color;
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@@ -30,7 +30,7 @@ fn main_1() {
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return;
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}
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@stage(fragment)
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@fragment
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fn main() {
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main_1();
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return;
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@@ -12,7 +12,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main(@location(0) a_pos: vec2<f32>) -> VertexOutput {
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a_pos_1 = a_pos;
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main_1();
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@@ -31,7 +31,7 @@ fn collatz_iterations(n_base: u32) -> u32 {
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return _e24;
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}
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@stage(compute) @workgroup_size(1, 1, 1)
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@compute @workgroup_size(1, 1, 1)
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fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let _e8 = v_indices.data[global_id.x];
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let _e9 = collatz_iterations(_e8);
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@@ -33,7 +33,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main() {
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main_1();
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return;
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@@ -30,7 +30,7 @@ fn loop_switch_continue(x: i32) {
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return;
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}
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@stage(compute) @workgroup_size(1, 1, 1)
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@compute @workgroup_size(1, 1, 1)
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fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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var pos: i32;
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@@ -44,7 +44,7 @@ fn main_1() {
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return;
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}
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@stage(vertex)
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@vertex
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fn main(@location(0) position: vec2<f32>, @location(1) a: vec2<f32>, @location(2) in_array: vec4<f32>, @location(3) in_array_1: vec4<f32>) -> VertexOutput {
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vert.position = position;
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vert.a = a;
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@@ -11,7 +11,7 @@ fn function_() {
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return;
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}
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@stage(compute) @workgroup_size(64, 1, 1)
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@compute @workgroup_size(64, 1, 1)
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fn main() {
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function_();
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}
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@@ -1,4 +1,4 @@
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@stage(compute) @workgroup_size(1, 1, 1)
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@compute @workgroup_size(1, 1, 1)
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fn main() {
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return;
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}
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@@ -316,7 +316,7 @@ fn main_1() {
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return;
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}
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@stage(fragment)
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@fragment
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fn main() -> FragmentOutput {
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main_1();
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let _e5 = o_color;
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@@ -10,7 +10,7 @@ struct FragmentIn {
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var<push_constant> pc: PushConstants;
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@stage(fragment)
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@fragment
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fn main(in: FragmentIn) -> @location(0) vec4<f32> {
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let _e4 = pc.index;
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if (in.primitive_index == _e4) {
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@@ -41,7 +41,7 @@ fn main_1() {
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return;
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}
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@stage(fragment)
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@fragment
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fn main() -> FragmentOutput {
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main_1();
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let _e3 = o_color;
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@@ -16,7 +16,7 @@ fn test_integer_dot_product() -> i32 {
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return c_4_;
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}
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@stage(compute) @workgroup_size(1, 1, 1)
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@compute @workgroup_size(1, 1, 1)
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fn main() {
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let _e0 = test_fma();
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let _e1 = test_integer_dot_product();
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@@ -6,7 +6,7 @@ fn main_1() {
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let _e2 = i;
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}
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@stage(vertex)
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@vertex
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fn main() {
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main_1();
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return;
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@@ -40,7 +40,7 @@ fn test_msl_packed_vec3_() {
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let unnamed_5 = (2.0 * data.v3_);
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}
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@stage(compute) @workgroup_size(1, 1, 1)
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@compute @workgroup_size(1, 1, 1)
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fn main() {
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var Foo_1: f32 = 1.0;
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var at: bool = true;
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@@ -37,7 +37,7 @@ var image_2d_depth: texture_depth_2d;
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@group(1) @binding(3)
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var image_cube_depth: texture_depth_cube;
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@stage(compute) @workgroup_size(16, 1, 1)
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@compute @workgroup_size(16, 1, 1)
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fn main(@builtin(local_invocation_id) local_id: vec3<u32>) {
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let dim = textureDimensions(image_storage_src);
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let itc = ((dim * vec2<i32>(local_id.xy)) % vec2<i32>(10, 20));
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@@ -50,7 +50,7 @@ fn main(@builtin(local_invocation_id) local_id: vec3<u32>) {
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return;
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}
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@stage(compute) @workgroup_size(16, 1, 1)
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@compute @workgroup_size(16, 1, 1)
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fn depth_load(@builtin(local_invocation_id) local_id_1: vec3<u32>) {
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let dim_1 = textureDimensions(image_storage_src);
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let itc_1 = ((dim_1 * vec2<i32>(local_id_1.xy)) % vec2<i32>(10, 20));
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@@ -59,7 +59,7 @@ fn depth_load(@builtin(local_invocation_id) local_id_1: vec3<u32>) {
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return;
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}
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@stage(vertex)
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@vertex
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fn queries() -> @builtin(position) vec4<f32> {
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let dim_1d = textureDimensions(image_1d);
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let dim_1d_lod = textureDimensions(image_1d, i32(dim_1d));
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@@ -78,7 +78,7 @@ fn queries() -> @builtin(position) vec4<f32> {
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return vec4<f32>(f32(sum));
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}
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@stage(vertex)
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@vertex
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fn levels_queries() -> @builtin(position) vec4<f32> {
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let num_levels_2d = textureNumLevels(image_2d);
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let num_levels_2d_array = textureNumLevels(image_2d_array);
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@@ -92,7 +92,7 @@ fn levels_queries() -> @builtin(position) vec4<f32> {
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return vec4<f32>(f32(sum_1));
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}
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@stage(fragment)
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@fragment
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fn sample() -> @location(0) vec4<f32> {
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let tc = vec2<f32>(0.5);
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let s1d = textureSample(image_1d, sampler_reg, tc.x);
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@@ -104,7 +104,7 @@ fn sample() -> @location(0) vec4<f32> {
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return ((((s1d + s2d) + s2d_offset) + s2d_level) + s2d_level_offset);
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}
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@stage(fragment)
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@fragment
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fn sample_comparison() -> @location(0) f32 {
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let tc_1 = vec2<f32>(0.5);
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let s2d_depth = textureSampleCompare(image_2d_depth, sampler_cmp, tc_1, 0.5);
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@@ -113,7 +113,7 @@ fn sample_comparison() -> @location(0) f32 {
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return (s2d_depth + s2d_depth_level);
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}
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@stage(fragment)
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@fragment
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fn gather() -> @location(0) vec4<f32> {
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let tc_2 = vec2<f32>(0.5);
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let s2d_1 = textureGather(1, image_2d, sampler_reg, tc_2);
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@@ -123,7 +123,7 @@ fn gather() -> @location(0) vec4<f32> {
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return (((s2d_1 + s2d_offset_1) + s2d_depth_1) + s2d_depth_offset);
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}
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@stage(fragment)
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@fragment
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fn depth_no_comparison() -> @location(0) vec4<f32> {
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let tc_3 = vec2<f32>(0.5);
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let s2d_2 = textureSample(image_2d_depth, sampler_reg, tc_3);
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@@ -137,7 +137,7 @@ fn main_1() {
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return;
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}
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@stage(fragment)
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@fragment
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fn main() {
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main_1();
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return;
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@@ -19,26 +19,26 @@ struct Input2_ {
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var<workgroup> output: array<u32,1>;
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@stage(vertex)
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@vertex
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fn vertex(@builtin(vertex_index) vertex_index: u32, @builtin(instance_index) instance_index: u32, @location(10) color: u32) -> VertexOutput {
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let tmp: u32 = ((vertex_index + instance_index) + color);
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return VertexOutput(vec4<f32>(1.0), f32(tmp));
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}
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@stage(fragment)
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@fragment
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fn fragment(in: VertexOutput, @builtin(front_facing) front_facing: bool, @builtin(sample_index) sample_index: u32, @builtin(sample_mask) sample_mask: u32) -> FragmentOutput {
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let mask: u32 = (sample_mask & (1u << sample_index));
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let color_1: f32 = select(0.0, 1.0, front_facing);
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return FragmentOutput(in.varying, mask, color_1);
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}
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@stage(compute) @workgroup_size(1, 1, 1)
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@compute @workgroup_size(1, 1, 1)
|
||||
fn compute(@builtin(global_invocation_id) global_id: vec3<u32>, @builtin(local_invocation_id) local_id: vec3<u32>, @builtin(local_invocation_index) local_index: u32, @builtin(workgroup_id) wg_id: vec3<u32>, @builtin(num_workgroups) num_wgs: vec3<u32>) {
|
||||
output[0] = ((((global_id.x + local_id.x) + local_index) + wg_id.x) + num_wgs.x);
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn vertex_two_structs(in1_: Input1_, in2_: Input2_) -> @builtin(position) @invariant vec4<f32> {
|
||||
var index: u32 = 2u;
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@ struct FragmentInput {
|
||||
@location(6) @interpolate(perspective, sample) perspective_sample: f32,
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn vert_main() -> FragmentInput {
|
||||
var out: FragmentInput;
|
||||
|
||||
@@ -25,7 +25,7 @@ fn vert_main() -> FragmentInput {
|
||||
return _e30;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn frag_main(val: FragmentInput) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -14,7 +14,7 @@ fn main_1() {
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn main() {
|
||||
main_1();
|
||||
}
|
||||
|
||||
@@ -25,7 +25,7 @@ fn main_1() {
|
||||
let _e129 = vec4<f32>(f32(1));
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn main() {
|
||||
main_1();
|
||||
return;
|
||||
|
||||
@@ -154,7 +154,7 @@ fn main_1() {
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn main() {
|
||||
main_1();
|
||||
return;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn main() {
|
||||
let v = vec4<f32>(0.0);
|
||||
let a = degrees(1.0);
|
||||
|
||||
@@ -235,7 +235,7 @@ fn assignment() {
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1, 1, 1)
|
||||
@compute @workgroup_size(1, 1, 1)
|
||||
fn main() {
|
||||
let _e4 = builtins();
|
||||
let _e5 = splat();
|
||||
|
||||
@@ -24,7 +24,7 @@ var<uniform> input2_: Test2_;
|
||||
@group(0) @binding(2)
|
||||
var<uniform> input3_: Test3_;
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn vertex() -> @builtin(position) vec4<f32> {
|
||||
let _e6 = input.b;
|
||||
let _e9 = input2_.b;
|
||||
|
||||
@@ -33,7 +33,7 @@ fn main_1() {
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn main() {
|
||||
main_1();
|
||||
return;
|
||||
|
||||
@@ -20,7 +20,7 @@ fn main_1() {
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn main(@location(1) a_uv: vec2<f32>, @location(0) a_pos: vec2<f32>) -> VertexOutput {
|
||||
a_uv_1 = a_uv;
|
||||
a_pos_1 = a_pos;
|
||||
|
||||
@@ -10,12 +10,12 @@ var u_texture: texture_2d<f32>;
|
||||
@group(0) @binding(1)
|
||||
var u_sampler: sampler;
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn vert_main(@location(0) pos: vec2<f32>, @location(1) uv: vec2<f32>) -> VertexOutput {
|
||||
return VertexOutput(uv, vec4<f32>((c_scale * pos), 0.0, 1.0));
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn frag_main(@location(0) uv_1: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
let color = textureSample(u_texture, u_sampler, uv_1);
|
||||
if (color.w == 0.0) {
|
||||
@@ -25,7 +25,7 @@ fn frag_main(@location(0) uv_1: vec2<f32>) -> @location(0) vec4<f32> {
|
||||
return premultiplied;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn fs_extra() -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(0.0, 0.5, 0.0, 0.5);
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ fn main_1() {
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn main(@location(0) v_uv: vec2<f32>) -> FragmentOutput {
|
||||
v_uv_1 = v_uv;
|
||||
main_1();
|
||||
|
||||
@@ -17,7 +17,7 @@ fn main_1() {
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn main(@location(0) a_pos: vec2<f32>, @location(1) a_uv: vec2<f32>) -> VertexOutput {
|
||||
a_pos_1 = a_pos;
|
||||
a_uv_1 = a_uv;
|
||||
|
||||
@@ -680,7 +680,7 @@ fn main_1() {
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn main() {
|
||||
main_1();
|
||||
return;
|
||||
|
||||
@@ -47,7 +47,7 @@ fn fetch_shadow(light_id: u32, homogeneous_coords: vec4<f32>) -> f32 {
|
||||
return _e28;
|
||||
}
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn vs_main(@location(0) position: vec4<i32>, @location(1) normal: vec4<i32>) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
@@ -62,7 +62,7 @@ fn vs_main(@location(0) position: vec4<i32>, @location(1) normal: vec4<i32>) ->
|
||||
return _e27;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
var color: vec3<f32> = vec3<f32>(0.05000000074505806, 0.05000000074505806, 0.05000000074505806);
|
||||
var i: u32 = 0u;
|
||||
@@ -93,7 +93,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return (vec4<f32>(_e46, 1.0) * _e50);
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn fs_main_without_storage(in_1: VertexOutput) -> @location(0) vec4<f32> {
|
||||
var color_1: vec3<f32> = vec3<f32>(0.05000000074505806, 0.05000000074505806, 0.05000000074505806);
|
||||
var i_1: u32 = 0u;
|
||||
|
||||
@@ -15,7 +15,7 @@ var r_texture: texture_cube<f32>;
|
||||
@group(0) @binding(2)
|
||||
var r_sampler: sampler;
|
||||
|
||||
@stage(vertex)
|
||||
@vertex
|
||||
fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
|
||||
var tmp1_: i32;
|
||||
var tmp2_: i32;
|
||||
@@ -34,7 +34,7 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
|
||||
return VertexOutput(pos, (inv_model_view * unprojected.xyz));
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
let _e5 = textureSample(r_texture, r_sampler, in.uv);
|
||||
return _e5;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn derivatives(@builtin(position) foo: vec4<f32>) -> @location(0) vec4<f32> {
|
||||
let x = dpdx(foo);
|
||||
let y = dpdy(foo);
|
||||
|
||||
@@ -30,7 +30,7 @@ fn main_1() {
|
||||
return;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn main() {
|
||||
main_1();
|
||||
return;
|
||||
|
||||
@@ -8,7 +8,7 @@ fn test(Passed_Texture: texture_2d<f32>, Passed_Sampler: sampler) -> vec4<f32> {
|
||||
return _e7;
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
@fragment
|
||||
fn main() -> @location(0) vec4<f32> {
|
||||
let _e2 = test(Texture, Sampler);
|
||||
return _e2;
|
||||
|
||||
Reference in New Issue
Block a user