ddb3c65648
gl_ identifiers are already handled by fixups, so remove redundant code.
32 lines
509 B
GLSL
32 lines
509 B
GLSL
static float FragColor;
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struct SPIRV_Cross_Output
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{
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float FragColor : SV_Target0;
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};
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float _mat3(float a)
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{
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return a + 1.0f;
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}
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float _RESERVED_IDENTIFIER_FIXUP_gl_Foo(int a)
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{
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return float(a) + 1.0f;
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}
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void frag_main()
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{
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float param = 2.0f;
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int param_1 = 4;
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FragColor = _mat3(param) + _RESERVED_IDENTIFIER_FIXUP_gl_Foo(param_1);
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}
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SPIRV_Cross_Output main()
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{
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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