Files
wgpu/tests/out/interpolate.Vertex.glsl
2021-04-19 09:42:00 -04:00

42 lines
1.2 KiB
GLSL

#version 400 core
struct FragmentInput {
vec4 position;
uint flat1;
float linear;
vec2 linear_centroid;
vec3 linear_sample;
vec4 perspective;
float perspective_centroid;
float perspective_sample;
};
flat out uint _vs2fs_location0;
noperspective out float _vs2fs_location1;
noperspective centroid out vec2 _vs2fs_location2;
noperspective sample out vec3 _vs2fs_location3;
smooth out vec4 _vs2fs_location4;
smooth centroid out float _vs2fs_location5;
smooth sample out float _vs2fs_location6;
void main() {
FragmentInput out1;
out1.position = vec4(2.0, 4.0, 5.0, 6.0);
out1.flat1 = 8u;
out1.linear = 27.0;
out1.linear_centroid = vec2(64.0, 125.0);
out1.linear_sample = vec3(216.0, 343.0, 512.0);
out1.perspective = vec4(729.0, 1000.0, 1331.0, 1728.0);
out1.perspective_centroid = 2197.0;
out1.perspective_sample = 2744.0;
gl_Position = out1.position;
_vs2fs_location0 = out1.flat1;
_vs2fs_location1 = out1.linear;
_vs2fs_location2 = out1.linear_centroid;
_vs2fs_location3 = out1.linear_sample;
_vs2fs_location4 = out1.perspective;
_vs2fs_location5 = out1.perspective_centroid;
_vs2fs_location6 = out1.perspective_sample;
return;
}