dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-folding-rules-construct.../0-opt.wgsl

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WebGPU Shading Language
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struct buf0 {
twoandthree : vec2<f32>,
}
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@group(0) @binding(0) var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : vec2<f32>;
var b : vec2<f32>;
var x_46 : bool;
var x_47_phi : bool;
let x_32 : vec2<f32> = x_6.twoandthree;
a = x_32;
let x_34 : f32 = a.x;
let x_35 : vec2<f32> = a;
b = vec2<f32>(x_34, clamp(x_35, vec2<f32>(1.0, 1.0), vec2<f32>(1.0, 1.0)).y);
let x_40 : f32 = b.x;
let x_41 : bool = (x_40 == 2.0);
x_47_phi = x_41;
if (x_41) {
let x_45 : f32 = b.y;
x_46 = (x_45 == 1.0);
x_47_phi = x_46;
}
let x_47 : bool = x_47_phi;
if (x_47) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} else {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
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);
}