dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-combine-and-or-xor-gt-lt/0-opt.wgsl

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WebGPU Shading Language
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struct buf1 {
v1 : vec2<f32>,
}
struct strided_arr {
@size(16)
el : i32,
}
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type Arr = array<strided_arr, 2u>;
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struct buf0 {
x_GLF_uniform_int_values : Arr,
}
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@group(0) @binding(1) var<uniform> x_6 : buf1;
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var<private> x_GLF_color : vec4<f32>;
@group(0) @binding(0) var<uniform> x_8 : buf0;
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fn main_1() {
var b : bool;
b = true;
let x_38 : f32 = x_6.v1.x;
let x_40 : f32 = x_6.v1.y;
if ((x_38 > x_40)) {
let x_45 : f32 = x_6.v1.x;
let x_47 : f32 = x_6.v1.y;
if ((x_45 < x_47)) {
b = false;
}
}
let x_51 : bool = b;
if (x_51) {
let x_10 : i32 = x_8.x_GLF_uniform_int_values[0].el;
let x_11 : i32 = x_8.x_GLF_uniform_int_values[1].el;
let x_12 : i32 = x_8.x_GLF_uniform_int_values[1].el;
let x_13 : i32 = x_8.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4<f32>(f32(x_10), f32(x_11), f32(x_12), f32(x_13));
} else {
let x_14 : i32 = x_8.x_GLF_uniform_int_values[1].el;
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let x_65 : f32 = f32(x_14);
x_GLF_color = vec4<f32>(x_65, x_65, x_65, x_65);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
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@fragment
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fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}