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invariant
for gl_FragCoord
on WebGL2
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( | ||
glsl: ( | ||
version: Embedded ( | ||
version: 300, | ||
is_webgl: true | ||
), | ||
writer_flags: (bits: 0), | ||
binding_map: {}, | ||
zero_initialize_workgroup_memory: true, | ||
), | ||
) |
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@vertex | ||
fn vs() -> @builtin(position) @invariant vec4<f32> { | ||
return vec4<f32>(0.0); | ||
} | ||
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@fragment | ||
fn fs(@builtin(position) @invariant position: vec4<f32>) { } |
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#version 300 es | ||
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precision highp float; | ||
precision highp int; | ||
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void main() { | ||
vec4 position = gl_FragCoord; | ||
return; | ||
} | ||
|
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#version 300 es | ||
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precision highp float; | ||
precision highp int; | ||
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void main() { | ||
vec4 position = gl_FragCoord; | ||
return; | ||
} | ||
|
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#version 300 es | ||
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precision highp float; | ||
precision highp int; | ||
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invariant gl_Position; | ||
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void main() { | ||
gl_Position = vec4(0.0); | ||
return; | ||
} | ||
|
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