ebiten/internal/shader/testdata/call_multiple_nested.expected.vs
Hajime Hoshi 2869885816 shaderir: Fix the initial variable values on GLSL
This is for consistency with number literals we are introducing.

Updates #1190
2020-06-17 01:59:02 +09:00

15 lines
258 B
GLSL

void F0(in vec2 l0) {
float l1 = float(0);
float l2 = float(0);
float l3 = float(0);
float l4 = float(0);
F1((l0).x, (l0).y, l1, l2);
F1(l1, l2, l3, l4);
}
void F1(in float l0, in float l1, out float l2, out float l3) {
l2 = l0;
l3 = l1;
return;
}